{"tick": 1, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base construction.\",\"notes\":\"Deployed MCV at (12,16). Enemy likely at (95,11). Next: build powr, proc, barracks.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1644, "completion_tokens": 88, "total_tokens": 1732, "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": 0.004168, "upstream_inference_prompt_cost": 0.003288, "upstream_inference_completions_cost": 0.00088}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.15, "thoughts": "Deploy MCV to start base construction.", "notes": "Deployed MCV at (12,16). Enemy likely at (95,11). Next: build powr, proc, barracks.", "commands": [{"do": "deploy", "unit": 119}], "feedback": ["deploy #119: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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\": \"Deploying MCV to establish our Construction Yard at our starting location. Starting standard Allied opening: Power Plant -> Refinery -> Barracks -> War Factory.\", \"notes\": \"MCV deploying at (95, 11). Opening build order: powr -> proc -> tent -> weap.\", \"commands\": [{\"do\": \"deploy\", \"unit\": 120}, {\"do\": \"build\", \"item\": \"powr\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1153, "completion_tokens": 220, "total_tokens": 1373, "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": 0.0033795, "upstream_inference_prompt_cost": 0.0017295, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.4, "thoughts": "Deploying MCV to establish our Construction Yard at our starting location. Starting standard Allied opening: Power Plant -> Refinery -> Barracks -> War Factory.", "notes": "MCV deploying at (95, 11). Opening build order: powr -> proc -> tent -> weap.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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\nYOUR NOTES FROM LAST TURN: Deployed MCV at (12,16). Enemy likely at (95,11). Next: build powr, proc, barracks.", "raw": "{\"thoughts\":\"Construction yard is placed. Start economy build: power plant then refinery.\",\"notes\":\"Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1692, "completion_tokens": 130, "total_tokens": 1822, "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": 0.004684, "upstream_inference_prompt_cost": 0.003384, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.53, "thoughts": "Construction yard is placed. Start economy build: power plant then refinery.", "notes": "Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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\n  - build powr: started\nYOUR NOTES FROM LAST TURN: MCV deploying at (95, 11). Opening build order: powr -> proc -> tent -> weap.", "raw": "{\"thoughts\": \"Construction Yard is up and the first Power Plant is building. Nothing else can be queued until it finishes, so I just wait for it to be ready to place.\", \"notes\": \"MCV deployed at (95,11). Build order: powr (in progress) -> proc -> tent -> weap. Enemy likely at (12,16). Place powr near base when ready.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1174, "completion_tokens": 248, "total_tokens": 1422, "cost": 0.000424008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000424008, "upstream_inference_prompt_cost": 0.000126408, "upstream_inference_completions_cost": 0.0002976}, "completion_tokens_details": {"reasoning_tokens": 157, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.62, "thoughts": "Construction Yard is up and the first Power Plant is building. Nothing else can be queued until it finishes, so I just wait for it to be ready to place.", "notes": "MCV deployed at (95,11). Build order: powr (in progress) -> proc -> tent -> weap. Enemy likely at (12,16). Place powr near base when ready.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base at (12,16). Enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.", "raw": "{\"thoughts\":\"Place power plant, start economy build order: proc next, then barracks.\",\"notes\":\"Base (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1701, "completion_tokens": 113, "total_tokens": 1814, "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": 0.004532, "upstream_inference_prompt_cost": 0.003402, "upstream_inference_completions_cost": 0.00113}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Place power plant, start economy build order: proc next, then barracks.", "notes": "Base (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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\nYOUR NOTES FROM LAST TURN: MCV deployed at (95,11). Build order: powr (in progress) -> proc -> tent -> weap. Enemy likely at (12,16). Place powr near base when ready.", "raw": "{\"thoughts\": \"Game start. Factory (#122) is up. Need power first, then refinery for economy, then barracks and war factory. Build order: powr -> proc -> tent -> weap.\", \"notes\": \"Build order: powr -> proc -> tent -> weap. Enemy likely at (12,16). Home (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1169, "completion_tokens": 176, "total_tokens": 1345, "cost": 0.000336108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000336108, "upstream_inference_prompt_cost": 0.000124908, "upstream_inference_completions_cost": 0.0002112}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.62, "thoughts": "Game start. Factory (#122) is up. Need power first, then refinery for economy, then barracks and war factory. Build order: powr -> proc -> tent -> weap.", "notes": "Build order: powr -> proc -> tent -> weap. Enemy likely at (12,16). Home (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": 601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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: Base (12,16), enemy at (95,11). Build order: powr->proc->barr->weap. Expand army once economy stable.", "raw": "{\"thoughts\":\"Power plant done. Now build ore refinery for economy, then barracks.\",\"notes\":\"Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1797, "completion_tokens": 98, "total_tokens": 1895, "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": 0.004574, "upstream_inference_prompt_cost": 0.003594, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "Power plant done. Now build ore refinery for economy, then barracks.", "notes": "Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: Build order: powr -> proc -> tent -> weap. Enemy likely at (12,16). Home (95,11).", "raw": "{\"thoughts\": \"Opening standard: place the ready Power Plant, then start the Ore Refinery for income. Enemy likely at (12,16) far southwest, so no immediate threat.\", \"notes\": \"Build order: powr(placed) -> proc -> tent -> weap -> proc2. Enemy likely at (12,16). Home (95,11).\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":13},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1175, "completion_tokens": 272, "total_tokens": 1447, "cost": 0.000453108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000453108, "upstream_inference_prompt_cost": 0.000126708, "upstream_inference_completions_cost": 0.0003264}, "completion_tokens_details": {"reasoning_tokens": 162, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.43, "thoughts": "Opening standard: place the ready Power Plant, then start the Ore Refinery for income. Enemy likely at (12,16) far southwest, so no immediate threat.", "notes": "Build order: powr(placed) -> proc -> tent -> weap -> proc2. Enemy likely at (12,16). Home (95,11).", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 13}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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: Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.", "raw": "{\"thoughts\":\"Continue building economy: proc is in progress. Queue power and barracks once affordable.\",\"notes\":\"Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1744, "completion_tokens": 88, "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": 0.004368, "upstream_inference_prompt_cost": 0.003488, "upstream_inference_completions_cost": 0.00088}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.84, "thoughts": "Continue building economy: proc is in progress. Queue power and barracks once affordable.", "notes": "Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (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: Build order: powr(placed) -> proc -> tent -> weap -> proc2. Enemy likely at (12,16). Home (95,11).", "raw": "{\"thoughts\": \"Economy is idle with $4700 banked. Priority is the ore refinery to start income, then barracks for infantry and war factory for tanks. Nothing to scout with yet.\", \"notes\": \"Build order: proc(building now) -> tent -> weap -> proc2. Enemy likely at (12,16), home (95,11).\", \"commands\": [{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1239, "completion_tokens": 248, "total_tokens": 1487, "cost": 0.000443508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000443508, "upstream_inference_prompt_cost": 0.000145908, "upstream_inference_completions_cost": 0.0002976}, "completion_tokens_details": {"reasoning_tokens": 155, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.21, "thoughts": "Economy is idle with $4700 banked. Priority is the ore refinery to start income, then barracks for infantry and war factory for tanks. Nothing to scout with yet.", "notes": "Build order: proc(building now) -> tent -> weap -> proc2. Enemy likely at (12,16), home (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": 1001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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: Base (12,16), enemy at (95,11). Build order: proc->tent->weap. Expand army once economy stable.", "raw": "{\"thoughts\":\"Proc is building already. Once done, queue barracks and power. Keep economy growing.\",\"notes\":\"Base (12,16), enemy at (95,11). Building proc now. Next: place proc, build powr, tent, weap. Expand army once economy stable.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1715, "completion_tokens": 98, "total_tokens": 1813, "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": 0.00441, "upstream_inference_prompt_cost": 0.00343, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Proc is building already. Once done, queue barracks and power. Keep economy growing.", "notes": "Base (12,16), enemy at (95,11). Building proc now. Next: place proc, build powr, tent, weap. Expand army once economy stable.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: 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: Build order: proc(building now) -> tent -> weap -> proc2. Enemy likely at (12,16), home (95,11).", "raw": "{\"thoughts\": \"Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% complete. Nothing else can be started while the building queue is busy, so I'll just let it finish.\", \"notes\": \"Build order: proc (building) -> place -> tent -> weap -> proc2. Enemy likely at (12,16), home (95,11). Keep harvester mining once proc done.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1211, "completion_tokens": 215, "total_tokens": 1426, "cost": 0.000395508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000395508, "upstream_inference_prompt_cost": 0.000137508, "upstream_inference_completions_cost": 0.000258}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% complete. Nothing else can be started while the building queue is busy, so I'll just let it finish.", "notes": "Build order: proc (building) -> place -> tent -> weap -> proc2. Enemy likely at (12,16), home (95,11). Keep harvester mining once proc done.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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: Base (12,16), enemy at (95,11). Building proc now. Next: place proc, build powr, tent, weap. Expand army once economy stable.", "raw": "{\"thoughts\":\"Proc is building, let's queue barracks and power next while waiting for proc completion.\",\"notes\":\"Base (12,16), enemy at (95,11). Proc building 70%. Next: place proc when ready, build powr+tent, then weap. Build army and expand.\",\"commands\":[{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1725, "completion_tokens": 142, "total_tokens": 1867, "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": 0.00487, "upstream_inference_prompt_cost": 0.00345, "upstream_inference_completions_cost": 0.00142}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Proc is building, let's queue barracks and power next while waiting for proc completion.", "notes": "Base (12,16), enemy at (95,11). Proc building 70%. Next: place proc when ready, build powr+tent, then weap. Build army and expand.", "commands": [{"do": "build", "item": "tent"}], "feedback": ["build tent: started"], "stats": {"win_state": "Undefined", "faction": "england", "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": 1201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: 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: Build order: proc (building) -> place -> tent -> weap -> proc2. Enemy likely at (12,16), home (95,11). Keep harvester mining once proc done.", "raw": "{\"thoughts\": \"Opening is on track: fact + powr done, first refinery at 47%. I'll queue the barracks right after so production stays busy, then move to war factory and a second refinery. Nothing to scout yet, but I'll keep an eye out.\", \"notes\": \"Build order: proc(building)->tent->weap->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready, rally barracks/weap toward base front.\", \"commands\": [{\"do\":\"build\",\"item\":\"tent\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1206, "completion_tokens": 527, "total_tokens": 1733, "cost": 0.000768408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000768408, "upstream_inference_prompt_cost": 0.000136008, "upstream_inference_completions_cost": 0.0006324}, "completion_tokens_details": {"reasoning_tokens": 403, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.83, "thoughts": "Opening is on track: fact + powr done, first refinery at 47%. I'll queue the barracks right after so production stays busy, then move to war factory and a second refinery. Nothing to scout yet, but I'll keep an eye out.", "notes": "Build order: proc(building)->tent->weap->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready, rally barracks/weap toward base front.", "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": 4}}
{"tick": 1401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: 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  - build tent: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Proc building 70%. Next: place proc when ready, build powr+tent, then weap. Build army and expand.", "raw": "{\"thoughts\":\"Proc and tent are building. Once proc finishes I'll place it, then continue with power and war factory. Keep queue moving.\",\"notes\":\"Base (12,16), enemy at (95,11). Proc ~94%, tent 0%. Place proc when ready near base. Then build powr, weap, army. Expand eco with harvesters.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1767, "completion_tokens": 147, "total_tokens": 1914, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005004, "upstream_inference_prompt_cost": 0.003534, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.67, "thoughts": "Proc and tent are building. Once proc finishes I'll place it, then continue with power and war factory. Keep queue moving.", "notes": "Base (12,16), enemy at (95,11). Proc ~94%, tent 0%. Place proc when ready near base. Then build powr, weap, army. Expand eco with harvesters.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%; 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: Build order: proc(building)->tent->weap->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready, rally barracks/weap toward base front.", "raw": "{\"thoughts\": \"Early game, economy ramping. proc at 70% with tent queued. I'll queue the War Factory next so production chains smoothly, and keep power in mind for later.\", \"notes\": \"Build order: proc(building)->tent->weap->powr->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready. Rally military toward enemy direction.\", \"commands\": [{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1232, "completion_tokens": 340, "total_tokens": 1572, "cost": 0.000551808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000551808, "upstream_inference_prompt_cost": 0.000143808, "upstream_inference_completions_cost": 0.000408}, "completion_tokens_details": {"reasoning_tokens": 231, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.75, "thoughts": "Early game, economy ramping. proc at 70% with tent queued. I'll queue the War Factory next so production chains smoothly, and keep power in mind for later.", "notes": "Build order: proc(building)->tent->weap->powr->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready. Rally military toward enemy direction.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: 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": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Proc ~94%, tent 0%. Place proc when ready near base. Then build powr, weap, army. Expand eco with harvesters.", "raw": "{\"thoughts\":\"Place ready proc near base, continue building tent, queue power plant next.\",\"notes\":\"Base (12,16), enemy at (95,11). Placed proc. Building tent barracks. Plan: powr, weap, army buildup, then attack east.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":14,\"y\":16},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1752, "completion_tokens": 130, "total_tokens": 1882, "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": 0.003504, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Place ready proc near base, continue building tent, queue power plant next.", "notes": "Base (12,16), enemy at (95,11). Placed proc. Building tent barracks. Plan: powr, weap, army buildup, then attack east.", "commands": [{"do": "place", "item": "proc", "x": 14, "y": 16}, {"do": "build", "item": "powr"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; 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 weap: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Build order: proc(building)->tent->weap->powr->proc2. Home (95,11). Enemy likely (12,16). Place proc on ore when ready. Rally military toward enemy direction.", "raw": "{\"thoughts\": \"Economy is on track ($3375 banked, refinery 94% done, barracks queued). Nothing actionable this turn since the building queue is occupied; I'll just let production finish and save cash for the war factory.\", \"notes\": \"Home (95,11), enemy likely (12,16). Build order: finish proc -> place on nearest ore -> tent -> weap -> powr -> proc2. Spend excess cash on 2nd harvester/tanks once weap is up.\", \"commands\": []}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1242, "completion_tokens": 646, "total_tokens": 1888, "cost": 0.000922008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000922008, "upstream_inference_prompt_cost": 0.000146808, "upstream_inference_completions_cost": 0.0007752}, "completion_tokens_details": {"reasoning_tokens": 534, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.17, "thoughts": "Economy is on track ($3375 banked, refinery 94% done, barracks queued). Nothing actionable this turn since the building queue is occupied; I'll just let production finish and save cash for the war factory.", "notes": "Home (95,11), enemy likely (12,16). Build order: finish proc -> place on nearest ore -> tent -> weap -> powr -> proc2. Spend excess cash on 2nd harvester/tanks once weap is up.", "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": 1801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $3000 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.8%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Placed proc. Building tent barracks. Plan: powr, weap, army buildup, then attack east.", "raw": "{\"thoughts\":\"Place power plant, keep building tent barracks, queue proc#2 for economy, continue expanding.\",\"notes\":\"Base (12,16), enemy at (95,11). Building tent barracks. After tent, build weap and proc#2, then army buildup, attack east.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1873, "completion_tokens": 129, "total_tokens": 2002, "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": 0.005036, "upstream_inference_prompt_cost": 0.003746, "upstream_inference_completions_cost": 0.00129}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Place power plant, keep building tent barracks, queue proc#2 for economy, continue expanding.", "notes": "Base (12,16), enemy at (95,11). Building tent barracks. After tent, build weap and proc#2, then army buildup, attack east.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #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: Home (95,11), enemy likely (12,16). Build order: finish proc -> place on nearest ore -> tent -> weap -> powr -> proc2. Spend excess cash on 2nd harvester/tanks once weap is up.", "raw": "{\"thoughts\": \"Place the ready refinery immediately to start income, then let the queued barracks finish so I can pump infantry and armor. Enemy is far west at (12,16), so no immediate threat.\", \"notes\": \"Home (95,11), enemy likely (12,16). Place proc, finish tent, then weap + powr, then 2nd proc. Start infantry once tent is up, tanks once weap is up.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\",\"x\":98,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1226, "completion_tokens": 686, "total_tokens": 1912, "cost": 0.000965208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000965208, "upstream_inference_prompt_cost": 0.000142008, "upstream_inference_completions_cost": 0.0008232}, "completion_tokens_details": {"reasoning_tokens": 570, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.73, "thoughts": "Place the ready refinery immediately to start income, then let the queued barracks finish so I can pump infantry and armor. Enemy is far west at (12,16), so no immediate threat.", "notes": "Home (95,11), enemy likely (12,16). Place proc, finish tent, then weap + powr, then 2nd proc. Start infantry once tent is up, tanks once weap is up.", "commands": [{"do": "place", "item": "proc", "x": 98, "y": 14}], "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": 2001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2680 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 22%; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(18,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building tent barracks. After tent, build weap and proc#2, then army buildup, attack east.", "raw": "{\"thoughts\":\"Economy building phase; keep queues moving. Barracks and refinery in progress. Will add war factory after.\",\"notes\":\"Base (12,16), enemy at (95,11). Building proc#2 and tent. Next: weap, more power, army buildup, attack east.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1880, "completion_tokens": 127, "total_tokens": 2007, "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": 0.00503, "upstream_inference_prompt_cost": 0.00376, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 12, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Economy building phase; keep queues moving. Barracks and refinery in progress. Will add war factory after.", "notes": "Base (12,16), enemy at (95,11). Building proc#2 and tent. Next: weap, more power, army buildup, attack east.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 0, "experience": 0, "order_count": 8}}
{"tick": 2001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2980 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.1%.\nPRODUCTION: Building: tent 64%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(104,22)\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: Home (95,11), enemy likely (12,16). Place proc, finish tent, then weap + powr, then 2nd proc. Start infantry once tent is up, tanks once weap is up.", "raw": "{\"thoughts\": \"Tent is 64% complete and will finish during this turn interval. I'll attempt placing it so infantry production and the War Factory can be started as soon as possible.\", \"notes\": \"Home (95,11), enemy likely (12,16). Place tent, then build weap, queue scout/rifle infantry, then 2nd proc.\", \"commands\": [{\"do\": \"place\", \"item\": \"tent\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1342, "completion_tokens": 1360, "total_tokens": 2702, "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": 0.012213, "upstream_inference_prompt_cost": 0.002013, "upstream_inference_completions_cost": 0.0102}, "completion_tokens_details": {"reasoning_tokens": 1264, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.27, "thoughts": "Tent is 64% complete and will finish during this turn interval. I'll attempt placing it so infantry production and the War Factory can be started as soon as possible.", "notes": "Home (95,11), enemy likely (12,16). Place tent, then build weap, queue scout/rifle infantry, then 2nd proc.", "commands": [{"do": "place", "item": "tent"}], "feedback": ["place tent: nothing READY TO PLACE with that type"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2361 + stored ore $235 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: proc 46%; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building proc#2 and tent. Next: weap, more power, army buildup, attack east.", "raw": "{\"thoughts\":\"Continue economy buildup, queue is already progressing on proc, powr, tent. Let production continue.\",\"notes\":\"Base (12,16), enemy at (95,11). Building proc#2, powr, tent in queue. Next: weap factory, more power, army buildup, attack east.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1859, "completion_tokens": 106, "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": 0.004778, "upstream_inference_prompt_cost": 0.003718, "upstream_inference_completions_cost": 0.00106}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.07, "thoughts": "Continue economy buildup, queue is already progressing on proc, powr, tent. Let production continue.", "notes": "Base (12,16), enemy at (95,11). Building proc#2, powr, tent in queue. Next: weap factory, more power, army buildup, attack east.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5100, "army_value": 0, "income": 225, "experience": 0, "order_count": 9}}
{"tick": 2201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: tent READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely (12,16). Place tent, then build weap, queue scout/rifle infantry, then 2nd proc.", "raw": "{\"thoughts\": \"Barracks is ready but last placement failed (no coords). Place it beside the base, start the War Factory, and queue a few riflemen to scout toward the enemy at (12,16). Economy is thin with only 1 harvester, so I'll add a second Refinery soon.\", \"notes\": \"Home (95,11), enemy likely (12,16). Place tent, build weap, queue e1 scouts, then 2nd proc.\", \"commands\": [{\"do\":\"place\",\"item\":\"tent\",\"x\":97,\"y\":13},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":4},{\"do\":\"rally\",\"building\":122,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1280, "completion_tokens": 382, "total_tokens": 1662, "cost": 0.000616608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000616608, "upstream_inference_prompt_cost": 0.000158208, "upstream_inference_completions_cost": 0.0004584}, "completion_tokens_details": {"reasoning_tokens": 218, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.19, "thoughts": "Barracks is ready but last placement failed (no coords). Place it beside the base, start the War Factory, and queue a few riflemen to scout toward the enemy at (12,16). Economy is thin with only 1 harvester, so I'll add a second Refinery soon.", "notes": "Home (95,11), enemy likely (12,16). Place tent, build weap, queue e1 scouts, then 2nd proc.", "commands": [{"do": "place", "item": "tent", "x": 97, "y": 13}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 4}, {"do": "rally", "building": 122, "x": 90, "y": 20}], "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)", "rally #122: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2361 + stored ore $152 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.3%.\nPRODUCTION: Building: proc 70%; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(19,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building proc#2, powr, tent in queue. Next: weap factory, more power, army buildup, attack east.", "raw": "{\"thoughts\":\"Continue economy build-up while proc/powr/tent finish. Queue war factory next for tanks.\",\"notes\":\"Base (12,16), enemy at (95,11). proc#2, powr, tent building. Next: place buildings when ready, build weap factory, then tanks. Attack east once army ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1836, "completion_tokens": 127, "total_tokens": 1963, "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": 0.004942, "upstream_inference_prompt_cost": 0.003672, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Continue economy build-up while proc/powr/tent finish. Queue war factory next for tanks.", "notes": "Base (12,16), enemy at (95,11). proc#2, powr, tent building. Next: place buildings when ready, build weap factory, then tanks. Attack east once army ready.", "commands": [{"do": "build", "item": "weap"}], "feedback": ["build weap: started"], "stats": {"win_state": "Undefined", "faction": "england", "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": 2401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2713 + stored ore $265 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5300, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 16%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #133@(103,21)\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)\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely (12,16). Place tent, build weap, queue e1 scouts, then 2nd proc.", "raw": "{\n  \"thoughts\": \"War Factory is progressing; I have plenty of cash. I'll queue Rifle Infantry from the barracks for scouting/defense and drop a Pillbox to protect the base while waiting for the War Factory to finish so I can start tanks.\",\n  \"notes\": \"Home (95,11), enemy likely (12,16). Weap ~16%. Queue e1, add Pillbox defense. After weap: build 2nd proc + tanks. Send e1 scout east/north to find enemy.\",\n  \"commands\": [\n    {\"do\": \"train\", \"item\": \"e1\", \"count\": 5},\n    {\"do\": \"build\", \"item\": \"pbox\"},\n    {\"do\": \"rally\", \"building\": 134, \"x\": 90, \"y\": 14}\n  ]\n}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1372, "completion_tokens": 397, "total_tokens": 1769, "cost": 0.000662208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000662208, "upstream_inference_prompt_cost": 0.000185808, "upstream_inference_completions_cost": 0.0004764}, "completion_tokens_details": {"reasoning_tokens": 219, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.76, "thoughts": "War Factory is progressing; I have plenty of cash. I'll queue Rifle Infantry from the barracks for scouting/defense and drop a Pillbox to protect the base while waiting for the War Factory to finish so I can start tanks.", "notes": "Home (95,11), enemy likely (12,16). Weap ~16%. Queue e1, add Pillbox defense. After weap: build 2nd proc + tanks. Send e1 scout east/north to find enemy.", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "build", "item": "pbox"}, {"do": "rally", "building": 134, "x": 90, "y": 14}], "feedback": ["train 5x e1: queued", "build pbox: started", "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": 2601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2180 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc 94%; Building: weap 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(16,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). proc#2, powr, tent building. Next: place buildings when ready, build weap factory, then tanks. Attack east once army ready.", "raw": "{\"thoughts\":\"Buildings still constructing (proc, weap, powr, tent queued sequentially). Nothing new to place yet. Wait for completion and place as ready.\",\"notes\":\"Base (12,16), enemy at (95,11). Queue: proc->weap->powr->tent. Place each when ready near base. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1882, "completion_tokens": 228, "total_tokens": 2110, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006044, "upstream_inference_prompt_cost": 0.003764, "upstream_inference_completions_cost": 0.00228}, "completion_tokens_details": {"reasoning_tokens": 77, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.41, "thoughts": "Buildings still constructing (proc, weap, powr, tent queued sequentially). Nothing new to place yet. Wait for completion and place as ready.", "notes": "Base (12,16), enemy at (95,11). Queue: proc->weap->powr->tent. Place each when ready near base. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "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": 10}}
{"tick": 2601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2006 + 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 5.2%.\nPRODUCTION: Building: weap 32%; Defense: pbox 53%; Infantry: e1 18%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #135@(90,12) #136@(91,10) #137@(94,9)\n  harv (Ore Truck (harvester)) x1: #133@(102,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - build pbox: started\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely (12,16). Weap ~16%. Queue e1, add Pillbox defense. After weap: build 2nd proc + tanks. Send e1 scout east/north to find enemy.", "raw": "{\"thoughts\": \"Weap at 32%, Pillbox 53%, plenty of cash ($2006) and no enemies seen yet. Keep infantry queue busy with rocket soldiers while Rifle Infantry scout west toward the likely enemy start. Economy is fine but I need a War Factory to get tanks, so don't overbuild defense.\", \"notes\": \"Home (95,11), enemy likely (12,16). weap ~32%, pbox ~53%. Rifles scouting west. After weap: 2nd proc + tanks, add e3 to queues.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"attack_move\",\"units\":[135,136,137],\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1425, "completion_tokens": 800, "total_tokens": 2225, "cost": 0.001161708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001161708, "upstream_inference_prompt_cost": 0.000201708, "upstream_inference_completions_cost": 0.00096}, "completion_tokens_details": {"reasoning_tokens": 627, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.91, "thoughts": "Weap at 32%, Pillbox 53%, plenty of cash ($2006) and no enemies seen yet. Keep infantry queue busy with rocket soldiers while Rifle Infantry scout west toward the likely enemy start. Economy is fine but I need a War Factory to get tanks, so don't overbuild defense.", "notes": "Home (95,11), enemy likely (12,16). weap ~32%, pbox ~53%. Rifles scouting west. After weap: 2nd proc + tanks, add e3 to queues.", "commands": [{"do": "train", "item": "e3", "count": 3}, {"do": "attack_move", "units": [135, 136, 137], "x": 70, "y": 20}, {"do": "rally", "building": 134, "x": 88, "y": 16}], "feedback": ["train 3x 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": 5600, "army_value": 300, "income": 500, "experience": 0, "order_count": 14}}
{"tick": 2801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2100 + stored ore $0 (storage 2000), power 200 made / 30 used, harvesters 1.\nSCORE: assets $5100, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.5%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(15,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Queue: proc->weap->powr->tent. Place each when ready near base. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Place the ready proc, continue building queue. Need to keep power up and start training infantry once tent finishes.\",\"notes\":\"Base (12,16), enemy at (95,11). Queue proc placed; weap/powr/tent building. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1878, "completion_tokens": 143, "total_tokens": 2021, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005186, "upstream_inference_prompt_cost": 0.003756, "upstream_inference_completions_cost": 0.00143}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.69, "thoughts": "Place the ready proc, continue building queue. Need to keep power up and start training infantry once tent finishes.", "notes": "Base (12,16), enemy at (95,11). Queue proc placed; weap/powr/tent building. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "england", "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": 10}}
{"tick": 2801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1062 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 7.3%.\nPRODUCTION: Building: weap 49%; Defense: pbox READY TO PLACE; Infantry: e3 83%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(80,13) #136@(81,10) #137@(84,10) #138@(90,13)\n  harv (Ore Truck (harvester)) x1: #133@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x e3: queued\n  - attack_move: 3 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11), enemy likely (12,16). weap ~32%, pbox ~53%. Rifles scouting west. After weap: 2nd proc + tanks, add e3 to queues.", "raw": "{\"thoughts\": \"Weap is ~half done, pbox ready. I'll place the pillbox to defend, keep infantry queued, and push my rifles west to find the enemy base at (12,16).\", \"notes\": \"Home (95,11). Enemy likely (12,16). weap nearly done -> then 2nd proc. pbox placed SE. Rifles scouting west.\", \"commands\": [{\"do\":\"place\",\"item\":\"pbox\",\"x\":90,\"y\":14},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":60,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1446, "completion_tokens": 343, "total_tokens": 1789, "cost": 0.000619608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000619608, "upstream_inference_prompt_cost": 0.000208008, "upstream_inference_completions_cost": 0.0004116}, "completion_tokens_details": {"reasoning_tokens": 197, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.09, "thoughts": "Weap is ~half done, pbox ready. I'll place the pillbox to defend, keep infantry queued, and push my rifles west to find the enemy base at (12,16).", "notes": "Home (95,11). Enemy likely (12,16). weap nearly done -> then 2nd proc. pbox placed SE. Rifles scouting west.", "commands": [{"do": "place", "item": "pbox", "x": 90, "y": 14}, {"do": "train", "item": "e1", "count": 2}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 60, "y": 13}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "attack_move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $2098 + stored ore $180 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.8%.\nPRODUCTION: Building: weap 16%; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,9) #142@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Queue proc placed; weap/powr/tent building. After weap done, build fix and start tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Continue economy build-up, queue more production while weap/powr/tent finish.\",\"notes\":\"Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1930, "completion_tokens": 127, "total_tokens": 2057, "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": 0.00513, "upstream_inference_prompt_cost": 0.00386, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Continue economy build-up, queue more production while weap/powr/tent finish.", "notes": "Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "commands": [{"do": "build", "item": "fix"}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"tick": 3001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $901 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $6900, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.4%.\nPRODUCTION: Building: weap 66%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(70,13) #136@(71,11) #137@(74,11) #138@(80,14) #144@(91,10) #145@(93,8)\n  e3 (Rocket Soldier) x1: #143@(90,13)\n  harv (Ore Truck (harvester)) x1: #133@(103,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e1: queued\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely (12,16). weap nearly done -> then 2nd proc. pbox placed SE. Rifles scouting west.", "raw": "{\"thoughts\": \"Building weap at 66%, economy is thin ($901). I'll keep the barracks producing, push my western rifle scouts toward the likely enemy start to find their base, and set a rally point so new units gather defensively near base.\", \"notes\": \"Home (95,11). Enemy likely (12,16) -> scouting west with 4 rifles toward (50,13). weap ~66%, then 2nd proc. Cash tight, keep e3/e1 flowing.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":50,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":13},{\"do\":\"rally\",\"building\":140,\"x\":90,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1477, "completion_tokens": 704, "total_tokens": 2181, "cost": 0.001062108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001062108, "upstream_inference_prompt_cost": 0.000217308, "upstream_inference_completions_cost": 0.0008448}, "completion_tokens_details": {"reasoning_tokens": 524, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "Building weap at 66%, economy is thin ($901). I'll keep the barracks producing, push my western rifle scouts toward the likely enemy start to find their base, and set a rally point so new units gather defensively near base.", "notes": "Home (95,11). Enemy likely (12,16) -> scouting west with 4 rifles toward (50,13). weap ~66%, then 2nd proc. Cash tight, keep e3/e1 flowing.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 50, "y": 13}, {"do": "rally", "building": 134, "x": 88, "y": 13}, {"do": "rally", "building": 140, "x": 90, "y": 11}], "feedback": ["train 2x e3: queued", "attack_move: 4 units", "rally #134: ordered", "rally #140: 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": 1000, "income": 1000, "experience": 0, "order_count": 20}}
{"tick": 3201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1945 + stored ore $0 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.1%.\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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(15,5) #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Continuing base buildup - weap, powr, tent in queue. Keep economy strong with harvesters mining. Once weap done, build fix and start tank production.\",\"notes\":\"Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1928, "completion_tokens": 167, "total_tokens": 2095, "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": 0.005526, "upstream_inference_prompt_cost": 0.003856, "upstream_inference_completions_cost": 0.00167}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.23, "thoughts": "Continuing base buildup - weap, powr, tent in queue. Keep economy strong with harvesters mining. Once weap done, build fix and start tank production.", "notes": "Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "commands": [{"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1000, "experience": 0, "order_count": 11}}
{"tick": 3201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $236 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7200, army $2300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 9.8%.\nPRODUCTION: Building: weap 82%; Infantry: e3 36%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(69,13)* #136@(70,12)* #137@(73,11)* #138@(79,14)* #144@(88,16)* #145@(88,16)*\n  e3 (Rocket Soldier) x2: #143@(88,16)* #146@(92,9)\n  harv (Ore Truck (harvester)) x1: #133@(99,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack_move: 4 units\n  - rally #134: ordered\n  - rally #140: ordered\nYOUR NOTES FROM LAST TURN: Home (95,11). Enemy likely (12,16) -> scouting west with 4 rifles toward (50,13). weap ~66%, then 2nd proc. Cash tight, keep e3/e1 flowing.", "raw": "{\"thoughts\": \"Cash is tight ($236) and weap is almost done. Continue scouting west with the rifle squad, keep the harvester mining, and trickle cheap infantry while we wait for the war factory.\", \"notes\": \"Home (95,11). Scouts heading west toward enemy (12,16). weap ~82% -> place it, then build 2nd proc. Then pump tanks from weap. Keep harvester mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":45,\"y\":13},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1503, "completion_tokens": 361, "total_tokens": 1864, "cost": 0.000658308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000658308, "upstream_inference_prompt_cost": 0.000225108, "upstream_inference_completions_cost": 0.0004332}, "completion_tokens_details": {"reasoning_tokens": 217, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.69, "thoughts": "Cash is tight ($236) and weap is almost done. Continue scouting west with the rifle squad, keep the harvester mining, and trickle cheap infantry while we wait for the war factory.", "notes": "Home (95,11). Scouts heading west toward enemy (12,16). weap ~82% -> place it, then build 2nd proc. Then pump tanks from weap. Keep harvester mining.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138], "x": 45, "y": 13}, {"do": "harvest", "unit": 133}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 4 units", "train 2x e1: 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": 7200, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 22}}
{"tick": 3401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $235 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.2%.\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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(16,16) #142@(6,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix, then tanks. Build barracks for e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Continue economic buildup while production finishes. Queue fix after weap, then start training units once barracks/weap ready.\",\"notes\":\"Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1873, "completion_tokens": 127, "total_tokens": 2000, "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": 0.005016, "upstream_inference_prompt_cost": 0.003746, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.25, "thoughts": "Continue economic buildup while production finishes. Queue fix after weap, then start training units once barracks/weap ready.", "notes": "Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 1500, "experience": 0, "order_count": 11}}
{"tick": 3401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $191 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7500, army $2600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 12.2%.\nPRODUCTION: Building: weap 96%; Infantry: e1 80%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(66,21) #136@(65,19) #137@(66,18) #138@(72,21) #144@(88,16)* #145@(88,16)*\n  e3 (Rocket Soldier) x3: #143@(88,16)* #146@(88,13)* #147@(93,8)\n  harv (Ore Truck (harvester)) x1: #133@(100,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Home (95,11). Scouts heading west toward enemy (12,16). weap ~82% -> place it, then build 2nd proc. Then pump tanks from weap. Keep harvester mining.", "raw": "{\"thoughts\": \"War factory is almost complete; will auto-place it once ready and queue power to support base expansion. Continuing west scout push toward enemy start (12,16).\", \"notes\": \"War factory placing soon. Next: powr then 2nd proc. Start 1tnk/2tnk production once weap is placed.\", \"commands\": [{\"do\": \"place\", \"item\": \"weap\"}, {\"do\": \"attack_move\", \"units\": [135, 136, 137, 138], \"x\": 35, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [143, 144, 145, 146], \"x\": 75, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1595, "completion_tokens": 848, "total_tokens": 2443, "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": 0.0087525, "upstream_inference_prompt_cost": 0.0023925, "upstream_inference_completions_cost": 0.00636}, "completion_tokens_details": {"reasoning_tokens": 668, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.19, "thoughts": "War factory is almost complete; will auto-place it once ready and queue power to support base expansion. Continuing west scout push toward enemy start (12,16).", "notes": "War factory placing soon. Next: powr then 2nd proc. Start 1tnk/2tnk production once weap is placed.", "commands": [{"do": "place", "item": "weap"}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 35, "y": 16}, {"do": "attack_move", "units": [143, 144, 145, 146], "x": 75, "y": 15}], "feedback": ["place weap: nothing READY TO PLACE with that type", "attack_move: 4 units", "attack_move: 4 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": 7500, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 3601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $402 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(15,14) #142@(7,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Continue building economy and army infrastructure. Wait for weap/powr/tent to finish, then queue fix and tanks.\",\"notes\":\"Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1875, "completion_tokens": 130, "total_tokens": 2005, "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": 0.00505, "upstream_inference_prompt_cost": 0.00375, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.57, "thoughts": "Continue building economy and army infrastructure. Wait for weap/powr/tent to finish, then queue fix and tanks.", "notes": "Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2000, "experience": 0, "order_count": 11}}
{"tick": 3601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 70 used, harvesters 1.\nSCORE: assets $7700, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.9%.\nPRODUCTION: Building: weap READY TO PLACE; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(59,28) #136@(60,27) #137@(62,27) #138@(63,26) #144@(78,14) #145@(79,14) #148@(88,13)* #149@(90,11)\n  e3 (Rocket Soldier) x3: #143@(79,14) #146@(78,13) #147@(88,13)*\n  harv (Ore Truck (harvester)) x1: #133@(100,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: nothing READY TO PLACE with that type\n  - attack_move: 4 units\n  - attack_move: 4 units\nYOUR NOTES FROM LAST TURN: War factory placing soon. Next: powr then 2nd proc. Start 1tnk/2tnk production once weap is placed.", "raw": "{\"thoughts\": \"War Factory is READY TO PLACE \u2014 place it, then start a second Refinery for economy. Send my scattered infantry west toward the likely enemy base to scout, and queue tank production once the factory is up.\", \"notes\": \"Enemy likely at (12,16) far west. Placing weap ~(92,15). Next: proc for 2nd harvester. Army scouting west.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\",\"x\":92,\"y\":15},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"rally\",\"building\":140,\"x\":88,\"y\":16},{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":30,\"y\":16},{\"do\":\"attack_move\",\"units\":[144,145,143,146,147,148,149],\"x\":55,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1502, "completion_tokens": 1144, "total_tokens": 2646, "cost": 0.001597608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001597608, "upstream_inference_prompt_cost": 0.000224808, "upstream_inference_completions_cost": 0.0013728}, "completion_tokens_details": {"reasoning_tokens": 939, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.32, "thoughts": "War Factory is READY TO PLACE \u2014 place it, then start a second Refinery for economy. Send my scattered infantry west toward the likely enemy base to scout, and queue tank production once the factory is up.", "notes": "Enemy likely at (12,16) far west. Placing weap ~(92,15). Next: proc for 2nd harvester. Army scouting west.", "commands": [{"do": "place", "item": "weap", "x": 92, "y": 15}, {"do": "build", "item": "proc"}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "rally", "building": 140, "x": 88, "y": 16}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 30, "y": 16}, {"do": "attack_move", "units": [144, 145, 143, 146, 147, 148, 149], "x": 55, "y": 14}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally #140: ordered", "attack_move: 4 units", "attack_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": 7700, "army_value": 1800, "income": 1500, "experience": 0, "order_count": 24}}
{"tick": 3801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $569 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(16,5) #142@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building weap/powr/tent. After weap done, build fix then tanks. Once barracks ready, train e1/e3 mix. Attack east once army 8+.", "raw": "{\"thoughts\":\"Continue economy build-up; queue fix after weap, keep production flowing.\",\"notes\":\"Base (12,16), enemy at (95,11). weap/powr/tent building. After weap, build fix then tanks. Train e1/e3 from barracks. Attack east once army 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1875, "completion_tokens": 121, "total_tokens": 1996, "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": 0.00496, "upstream_inference_prompt_cost": 0.00375, "upstream_inference_completions_cost": 0.00121}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Continue economy build-up; queue fix after weap, keep production flowing.", "notes": "Base (12,16), enemy at (95,11). weap/powr/tent building. After weap, build fix then tanks. Train e1/e3 from barracks. Attack east once army 8+.", "commands": [{"do": "build", "item": "fix"}], "feedback": ["build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2500, "experience": 0, "order_count": 11}}
{"tick": 3801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $176 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9700, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.9%.\nPRODUCTION: Building: proc 0%; Infantry: e3 4%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(49,28) #136@(50,28) #137@(52,27) #138@(54,28) #144@(78,15)* #145@(78,15)* #148@(88,13)* #149@(89,12)*\n  e3 (Rocket Soldier) x3: #143@(78,15)* #146@(77,13)* #147@(88,13)*\n  harv (Ore Truck (harvester)) x1: #133@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train 2tnk: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally #140: ordered\n  - attack_move: 4 units\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16) far west. Placing weap ~(92,15). Next: proc for 2nd harvester. Army scouting west.", "raw": "{\"thoughts\": \"Economy is starving: $0 cash, 1 harvester, proc building at 0%. Priority is getting ore flowing and finishing the 2nd refinery for a free harvester. Army should keep pushing west toward the likely enemy base at (12,16).\", \"notes\": \"Enemy likely (12,16) west. Building proc for 2nd harvester. Weap up. Army pushing west; keep units grouped 8+.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":30,\"y\":20},{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":30,\"y\":20},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"rally\",\"building\":150,\"x\":60,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1599, "completion_tokens": 475, "total_tokens": 2074, "cost": 0.000823908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000823908, "upstream_inference_prompt_cost": 0.000253908, "upstream_inference_completions_cost": 0.00057}, "completion_tokens_details": {"reasoning_tokens": 287, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Economy is starving: $0 cash, 1 harvester, proc building at 0%. Priority is getting ore flowing and finishing the 2nd refinery for a free harvester. Army should keep pushing west toward the likely enemy base at (12,16).", "notes": "Enemy likely (12,16) west. Building proc for 2nd harvester. Weap up. Army pushing west; keep units grouped 8+.", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": "idle_army", "x": 30, "y": 20}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 30, "y": 20}, {"do": "train", "item": "e1", "count": 3}, {"do": "rally", "building": 150, "x": 60, "y": 20}], "feedback": ["attack_move: 7 units", "attack_move: 4 units", "train 3x e1: queued", "rally #150: 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": 9700, "army_value": 1800, "income": 1675, "experience": 0, "order_count": 26}}
{"tick": 4001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $235 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,13) #142@(3,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). weap/powr/tent building. After weap, build fix then tanks. Train e1/e3 from barracks. Attack east once army 8+.", "raw": "{\"thoughts\":\"Weap nearly done, powr and tent still building. Wait for placements. Keep economy queue going.\",\"notes\":\"Base (12,16), enemy at (95,11). weap almost done; place when ready. After weap, build fix, then tanks (3tnk/2tnk). Train e1/e3 from tent once ready. Attack east once army 8+.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1923, "completion_tokens": 163, "total_tokens": 2086, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005476, "upstream_inference_prompt_cost": 0.003846, "upstream_inference_completions_cost": 0.00163}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Weap nearly done, powr and tent still building. Wait for placements. Keep economy queue going.", "notes": "Base (12,16), enemy at (95,11). weap almost done; place when ready. After weap, build fix, then tanks (3tnk/2tnk). Train e1/e3 from tent once ready. Attack east once army 8+.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 2500, "experience": 0, "order_count": 11}}
{"tick": 4001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9700, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.9%.\nPRODUCTION: Building: proc 9%; Infantry: e3 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(40,23) #136@(41,23) #137@(42,26) #138@(44,27) #144@(70,22) #145@(71,22) #148@(78,14) #149@(79,14)\n  e3 (Rocket Soldier) x3: #143@(71,22) #146@(70,20) #147@(78,15)\n  harv (Ore Truck (harvester)) x1: #133@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 4 units\n  - train 3x e1: queued\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely (12,16) west. Building proc for 2nd harvester. Weap up. Army pushing west; keep units grouped 8+.", "raw": "{\"thoughts\": \"Cash is at $0 so economy is the bottleneck - harvester must keep working. Army is scattered in three clumps; consolidate and push west toward the suspected enemy base at (12,16). Keep production flowing and set rally points to gather new units forward.\", \"notes\": \"Enemy likely west (~12,16). Harvester #133 mining. Consolide army, push west. proc 9% building -> 2nd harvester. Set rally tent/weap forward.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":150,\"x\":70,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":16},{\"do\":\"attack_move\",\"units\":[135,136,137,138],\"x\":40,\"y\":16},{\"do\":\"attack_move\",\"units\":[143,144,145,146],\"x\":20,\"y\":16},{\"do\":\"attack_move\",\"units\":[147,148,149],\"x\":20,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1582, "completion_tokens": 634, "total_tokens": 2216, "cost": 0.001009608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001009608, "upstream_inference_prompt_cost": 0.000248808, "upstream_inference_completions_cost": 0.0007608}, "completion_tokens_details": {"reasoning_tokens": 413, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.41, "thoughts": "Cash is at $0 so economy is the bottleneck - harvester must keep working. Army is scattered in three clumps; consolidate and push west toward the suspected enemy base at (12,16). Keep production flowing and set rally points to gather new units forward.", "notes": "Enemy likely west (~12,16). Harvester #133 mining. Consolide army, push west. proc 9% building -> 2nd harvester. Set rally tent/weap forward.", "commands": [{"do": "harvest", "unit": 133}, {"do": "rally", "building": 150, "x": 70, "y": 16}, {"do": "rally", "building": 134, "x": 70, "y": 16}, {"do": "attack_move", "units": [135, 136, 137, 138], "x": 40, "y": 16}, {"do": "attack_move", "units": [143, 144, 145, 146], "x": 20, "y": 16}, {"do": "attack_move", "units": [147, 148, 149], "x": 20, "y": 16}], "feedback": ["rally #150: ordered", "rally #134: ordered", "attack_move: 4 units", "attack_move: 4 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9700, "army_value": 1800, "income": 1775, "experience": 0, "order_count": 29}}
{"tick": 4201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $724 (storage 4000), power 200 made / 60 used, harvesters 2.\nSCORE: assets $7600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.3%.\nPRODUCTION: Building: weap READY TO PLACE; 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(17,17) #142@(7,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). weap almost done; place when ready. After weap, build fix, then tanks (3tnk/2tnk). Train e1/e3 from tent once ready. Attack east once army 8+.", "raw": "{\"thoughts\":\"Place war factory, continue building power/barracks, queue fix depot after, keep training economy going.\",\"notes\":\"Base (12,16), enemy at (95,11). weap placed; build fix next then 2tnk. tent building for infantry. Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1887, "completion_tokens": 130, "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": 0.005074, "upstream_inference_prompt_cost": 0.003774, "upstream_inference_completions_cost": 0.0013}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Place war factory, continue building power/barracks, queue fix depot after, keep training economy going.", "notes": "Base (12,16), enemy at (95,11). weap placed; build fix next then 2tnk. tent building for infantry. Attack east once army 8+.", "commands": [{"do": "place", "item": "weap"}, {"do": "build", "item": "fix"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 7600, "army_value": 0, "income": 3000, "experience": 0, "order_count": 11}}
{"tick": 4201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9700, army $2800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.9%.\nPRODUCTION: Building: proc 9%; Infantry: e3 46%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(40,16)* #136@(40,16)* #137@(40,16) #138@(40,18) #144@(62,27) #145@(62,27) #148@(71,22) #149@(72,21)\n  e3 (Rocket Soldier) x3: #143@(62,27) #146@(62,27) #147@(71,22)\n  harv (Ore Truck (harvester)) x1: #133@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - attack_move: 4 units\n  - attack_move: 4 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy likely west (~12,16). Harvester #133 mining. Consolide army, push west. proc 9% building -> 2nd harvester. Set rally tent/weap forward.", "raw": "{\"thoughts\": \"Cash is $0 so I can't train; focus on finishing the 2nd refinery for economy and pushing my scattered infantry west toward the likely enemy base at (12,16). Power is tight at 100/100 so avoid new power-hungry buildings until a plant is up.\", \"notes\": \"Enemy likely west ~(12,16). Army ~12 inf pushing west via attack_move. proc building -> 2nd harv. Need powr soon after proc. Watch power 100/100.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1597, "completion_tokens": 683, "total_tokens": 2280, "cost": 0.001072908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001072908, "upstream_inference_prompt_cost": 0.000253308, "upstream_inference_completions_cost": 0.0008196}, "completion_tokens_details": {"reasoning_tokens": 512, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.86, "thoughts": "Cash is $0 so I can't train; focus on finishing the 2nd refinery for economy and pushing my scattered infantry west toward the likely enemy base at (12,16). Power is tight at 100/100 so avoid new power-hungry buildings until a plant is up.", "notes": "Enemy likely west ~(12,16). Army ~12 inf pushing west via attack_move. proc building -> 2nd harv. Need powr soon after proc. Watch power 100/100.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "rally", "building": 134, "x": 40, "y": 16}, {"do": "rally", "building": 150, "x": 40, "y": 16}], "feedback": ["attack_move: 11 units", "rally #134: ordered", "rally #150: 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": 9700, "army_value": 1800, "income": 1775, "experience": 0, "order_count": 29}}
{"tick": 4401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $924 (storage 4000), power 200 made / 90 used, harvesters 2.\nSCORE: assets $9600, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.4%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(18,6) #142@(6,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - build fix: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). weap placed; build fix next then 2tnk. tent building for infantry. Attack east once army 8+.", "raw": "{\"thoughts\":\"Place power plant, keep tent building, start fix depot, queue tanks and a harvester.\",\"notes\":\"Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2020, "completion_tokens": 189, "total_tokens": 2209, "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": 0.00593, "upstream_inference_prompt_cost": 0.00404, "upstream_inference_completions_cost": 0.00189}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.74, "thoughts": "Place power plant, keep tent building, start fix depot, queue tanks and a harvester.", "notes": "Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "fix"}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build fix: started", "train 3x 1tnk: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9600, "army_value": 0, "income": 3500, "experience": 0, "order_count": 12}}
{"tick": 4401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 20.4%.\nPRODUCTION: Building: proc 27%; Infantry: e1 86%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(31,14) #136@(30,14) #137@(31,14) #138@(31,14) #144@(52,27) #145@(53,27) #148@(62,27) #149@(63,26)\n  e3 (Rocket Soldier) x4: #143@(52,27) #146@(52,27) #147@(62,27) #152@(91,10)\n  harv (Ore Truck (harvester)) x1: #133@(105,22)\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 #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely west ~(12,16). Army ~12 inf pushing west via attack_move. proc building -> 2nd harv. Need powr soon after proc. Watch power 100/100.", "raw": "{\"thoughts\": \"Economy is tight ($0) with vet queues still filling. Power is at 100/100, so the coming refinery will put us negative \u2014 queue a power plant next. Keep army grouped pushing west toward the likely enemy base at (12,16).\", \"notes\": \"Army ~12 inf attack-moving west to (25,16) then enemy base (12,16). Building: proc 27% -> then powr. Keep harvester mining. Enemy start (12,16).\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":25,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1580, "completion_tokens": 602, "total_tokens": 2182, "cost": 0.000970608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000970608, "upstream_inference_prompt_cost": 0.000248208, "upstream_inference_completions_cost": 0.0007224}, "completion_tokens_details": {"reasoning_tokens": 431, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.47, "thoughts": "Economy is tight ($0) with vet queues still filling. Power is at 100/100, so the coming refinery will put us negative \u2014 queue a power plant next. Keep army grouped pushing west toward the likely enemy base at (12,16).", "notes": "Army ~12 inf attack-moving west to (25,16) then enemy base (12,16). Building: proc 27% -> then powr. Keep harvester mining. Enemy start (12,16).", "commands": [{"do": "harvest", "unit": 133}, {"do": "attack_move", "units": "all_army", "x": 25, "y": 16}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 12 units", "train 5x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2100, "income": 2275, "experience": 0, "order_count": 29}}
{"tick": 4601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1876 + stored ore $275 (storage 4000), power 300 made / 90 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: fix 27%; Building: tent 0%; Vehicle: 1tnk 46%; Vehicle: harv 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 100%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 100%, #153 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(18,11) #142@(4,27)\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 fix: started\n  - train 3x 1tnk: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.", "raw": "{\"thoughts\":\"Economy solid, production ongoing. Keep queuing tanks and let fix depot finish. Wait for army buildup before attacking.\",\"notes\":\"Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2078, "completion_tokens": 123, "total_tokens": 2201, "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": 0.005386, "upstream_inference_prompt_cost": 0.004156, "upstream_inference_completions_cost": 0.00123}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.88, "thoughts": "Economy solid, production ongoing. Keep queuing tanks and let fix depot finish. Wait for army buildup before attacking.", "notes": "Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.", "commands": [{"do": "train", "item": "1tnk", "count": 2}], "feedback": ["train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 0, "income": 3500, "experience": 0, "order_count": 18}}
{"tick": 4601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 21.3%.\nPRODUCTION: Building: proc 27%; Infantry: e1 86%; 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: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(25,16)* #136@(25,16)* #137@(25,16)* #138@(25,16)* #144@(42,26) #145@(43,27) #148@(52,27) #149@(54,27)\n  e3 (Rocket Soldier) x4: #143@(43,27) #146@(42,27) #147@(53,27) #152@(81,11)\n  harv (Ore Truck (harvester)) x1: #133@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 5x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Army ~12 inf attack-moving west to (25,16) then enemy base (12,16). Building: proc 27% -> then powr. Keep harvester mining. Enemy start (12,16).", "raw": "{\"thoughts\": \"Lead infantry reached (25, 16); pushing forward to the enemy start at (12, 16) to scout and harass. Keeping proc building prioritized for the second harvester.\", \"notes\": \"Forward units scouting (12,16). Finishing proc for 2nd harvester. Next build powr for power margin.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [135, 136, 137, 138], \"x\": 12, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [144, 145, 148, 149, 143, 146, 147, 152], \"x\": 20, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1765, "completion_tokens": 696, "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": 0.0078675, "upstream_inference_prompt_cost": 0.0026475, "upstream_inference_completions_cost": 0.00522}, "completion_tokens_details": {"reasoning_tokens": 509, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.2, "thoughts": "Lead infantry reached (25, 16); pushing forward to the enemy start at (12, 16) to scout and harass. Keeping proc building prioritized for the second harvester.", "notes": "Forward units scouting (12,16). Finishing proc for 2nd harvester. Next build powr for power margin.", "commands": [{"do": "attack_move", "units": [135, 136, 137, 138], "x": 12, "y": 16}, {"do": "attack_move", "units": [144, 145, 148, 149, 143, 146, 147, 152], "x": 20, "y": 16}], "feedback": ["attack_move: 4 units", "attack_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": 10000, "army_value": 2100, "income": 2275, "experience": 0, "order_count": 36}}
{"tick": 4801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1624 + stored ore $360 (storage 4000), power 300 made / 90 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: fix 54%; Building: tent 0%; Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 99%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 100%, #153 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(15,18)96% #142@(10,20)\nVISIBLE ENEMY UNITS (4):\n  #135 e1@(19,16) 100%, #136 e1@(19,16) 100%, #137 e1@(19,16) 100%, #138 e1@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy at (95,11). Building fix depot, tanks queued. Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry spotted very close to my base at (19,16), likely scouting or probing. I need to keep producing tanks and get them defending ASAP. Continue economy build and defense.\",\"notes\":\"Base (12,16), enemy main at (95,11). Enemy infantry group spotted at (19,16) near base - watch for probe attack. Keep training 1tnk continuously, place fix/tent when ready, build more harv/proc for economy. Attack east once army 8+.\",\"commands\":[{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2120, "completion_tokens": 264, "total_tokens": 2384, "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": 0.00688, "upstream_inference_prompt_cost": 0.00424, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 60, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.58, "thoughts": "Enemy infantry spotted very close to my base at (19,16), likely scouting or probing. I need to keep producing tanks and get them defending ASAP. Continue economy build and defense.", "notes": "Base (12,16), enemy main at (95,11). Enemy infantry group spotted at (19,16) near base - watch for probe attack. Keep training 1tnk continuously, place fix/tent when ready, build more harv/proc for economy. Attack east once army 8+.", "commands": [{"do": "train", "item": "1tnk", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["train 3x 1tnk: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 0, "income": 4000, "experience": 0, "order_count": 20}}
{"tick": 4801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 23.6%.\nPRODUCTION: Building: proc 27%; Infantry: e1 86%; 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: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(19,16) #136@(19,16) #137@(19,16) #138@(19,16) #144@(32,24) #145@(34,24) #148@(43,27) #149@(44,27)\n  e3 (Rocket Soldier) x4: #143@(33,24) #146@(33,24) #147@(43,27) #152@(74,18)\n  harv (Ore Truck (harvester)) x1: #133@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 8 units\nYOUR NOTES FROM LAST TURN: Forward units scouting (12,16). Finishing proc for 2nd harvester. Next build powr for power margin.", "raw": "{\"thoughts\": \"I'm scouting aggressively with infantry toward the enemy start but my units are strung out along the path and cash is zero so production is stalled. Consolidate the army and push toward the enemy base, keep the proc building for a 2nd harvester, and rally new units forward.\", \"notes\": \"Army pushing west toward enemy (12,16). proc ~27% in build queue, then powr. No enemy seen yet. Need economy/harvesters once cash flows.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":14,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1607, "completion_tokens": 640, "total_tokens": 2247, "cost": 0.001024308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001024308, "upstream_inference_prompt_cost": 0.000256308, "upstream_inference_completions_cost": 0.000768}, "completion_tokens_details": {"reasoning_tokens": 474, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.47, "thoughts": "I'm scouting aggressively with infantry toward the enemy start but my units are strung out along the path and cash is zero so production is stalled. Consolidate the army and push toward the enemy base, keep the proc building for a 2nd harvester, and rally new units forward.", "notes": "Army pushing west toward enemy (12,16). proc ~27% in build queue, then powr. No enemy seen yet. Need economy/harvesters once cash flows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 16}, {"do": "rally", "building": 150, "x": 85, "y": 16}, {"do": "rally", "building": 134, "x": 90, "y": 13}], "feedback": ["attack_move: 12 units", "rally #150: 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": 10000, "army_value": 2100, "income": 2275, "experience": 0, "order_count": 36}}
{"tick": 5001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1624 + stored ore $196 (storage 4000), power 300 made / 90 used, harvesters 2.\nSCORE: assets $10600, army $2900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.7%.\nPRODUCTION: Building: fix 82%; Building: powr 0%; Building: tent 0%; Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 86%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 100%, #153 powr@(10,13) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #157@(16,15)\n  harv (Ore Truck (harvester)) x2: #130@(19,7)96% #142@(4,27)\nVISIBLE ENEMY UNITS (4):\n  #135 e1@(19,16) 89%, #136 e1@(19,16) 28%, #137 e1@(19,16) 97%, #138 e1@(19,16) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 1tnk: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Base (12,16), enemy main at (95,11). Enemy infantry group spotted at (19,16) near base - watch for probe attack. Keep training 1tnk continuously, place fix/tent when ready, build more harv/proc for economy. Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry group near base at (19,16); my single tank should engage. Keep production flowing - tanks, fix, power, tent.\",\"notes\":\"Enemy infantry at (19,16) near base, likely probe. Base (12,16), enemy main at (95,11). Keep training 1tnk continuously, place fix/tent/powr when ready. Build more harv for economy. Attack east once army 8+.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[157],\"x\":19,\"y\":16},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2241, "completion_tokens": 227, "total_tokens": 2468, "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": 0.006752, "upstream_inference_prompt_cost": 0.004482, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "Enemy infantry group near base at (19,16); my single tank should engage. Keep production flowing - tanks, fix, power, tent.", "notes": "Enemy infantry at (19,16) near base, likely probe. Base (12,16), enemy main at (95,11). Keep training 1tnk continuously, place fix/tent/powr when ready. Build more harv for economy. Attack east once army 8+.", "commands": [{"do": "attack_move", "units": [157], "x": 19, "y": 16}, {"do": "train", "item": "1tnk", "count": 3}], "feedback": ["attack_move: 1 units", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10600, "army_value": 700, "income": 4500, "experience": 0, "order_count": 24}}
{"tick": 5001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10100, army $3200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 24.1%.\nPRODUCTION: Building: proc 45%; Infantry: e3 78%; 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: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x9: #135@(19,16)89% #136@(19,16)28% #137@(19,16)97% #138@(19,16)96% #144@(23,18) #145@(26,17) #148@(35,20) #149@(36,20) #156@(90,13)*\n  e3 (Rocket Soldier) x4: #143@(26,17) #146@(24,19) #147@(35,20) #152@(66,24)\n  harv (Ore Truck (harvester)) x1: #133@(105,23)\nVISIBLE ENEMY UNITS (1):\n  #157 1tnk@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Army pushing west toward enemy (12,16). proc ~27% in build queue, then powr. No enemy seen yet. Need economy/harvesters once cash flows.", "raw": "{\"thoughts\": \"Cash is $0 so no production possible right now; my army is mid-push west and there's one enemy light tank spotted at (16,15). I'll send the group to engage it and continue toward the enemy base, keeping the lone rocket soldier moving up too.\", \"notes\": \"Army pushing west to enemy (12,16). Engage enemy 1tnk #157. Waiting on proc build to finish for economy. Lone e3 #152 at (66,24) rejoining push.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[152],\"x\":60,\"y\":22}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1647, "completion_tokens": 406, "total_tokens": 2053, "cost": 0.000755508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000755508, "upstream_inference_prompt_cost": 0.000268308, "upstream_inference_completions_cost": 0.0004872}, "completion_tokens_details": {"reasoning_tokens": 252, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.25, "thoughts": "Cash is $0 so no production possible right now; my army is mid-push west and there's one enemy light tank spotted at (16,15). I'll send the group to engage it and continue toward the enemy base, keeping the lone rocket soldier moving up too.", "notes": "Army pushing west to enemy (12,16). Engage enemy 1tnk #157. Waiting on proc build to finish for economy. Lone e3 #152 at (66,24) rejoining push.", "commands": [{"do": "attack_move", "units": "all_army", "x": 14, "y": 16}, {"do": "attack_move", "units": [152], "x": 60, "y": 22}], "feedback": ["attack_move: 13 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10100, "army_value": 2200, "income": 2775, "experience": 0, "order_count": 36}}
{"tick": 5201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $1276 + stored ore $0 (storage 4000), power 300 made / 90 used, harvesters 2.\nSCORE: assets $9900, army $2200, killed $100 (1 units, 0 bldgs), lost $700 (1 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: fix 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%; Vehicle: harv 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  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 84%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 99%, #153 powr@(10,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(18,10)96% #142@(9,24)\nVISIBLE ENEMY UNITS (7):\n  #135 e1@(19,16) 79%, #137 e1@(19,16) 95%, #138 e1@(19,16) 54%, #143 e3@(20,16) 100%, #144 e1@(19,16) 100%, #145 e1@(20,16) 100%, #146 e3@(19,16) 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 at (19,16) near base, likely probe. Base (12,16), enemy main at (95,11). Keep training 1tnk continuously, place fix/tent/powr when ready. Build more harv for economy. Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry cluster near base at (19,16), threatening. Place fix depot, keep tank production going, defend base with tanks as they finish. Continue economy.\",\"notes\":\"Enemy infantry group ~7 units at (19,16) near base, defend with tanks as they pop. Enemy main base at (95,11). Keep training 1tnk continuously, place fix/tent/powr, build harv for economy. Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2310, "completion_tokens": 239, "total_tokens": 2549, "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": 0.00701, "upstream_inference_prompt_cost": 0.00462, "upstream_inference_completions_cost": 0.00239}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "Enemy infantry cluster near base at (19,16), threatening. Place fix depot, keep tank production going, defend base with tanks as they finish. Continue economy.", "notes": "Enemy infantry group ~7 units at (19,16) near base, defend with tanks as they pop. Enemy main base at (95,11). Keep training 1tnk continuously, place fix/tent/powr, build harv for economy. Attack east once army 8+.", "commands": [{"do": "place", "item": "fix"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 700, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9900, "army_value": 0, "income": 4275, "experience": 1, "order_count": 27}}
{"tick": 5201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $700 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Building: proc 45%; Infantry: e3 78%; 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: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(19,16)79% #137@(19,16)95% #138@(19,16)54% #144@(19,16) #145@(20,16) #148@(26,16) #149@(27,16) #156@(81,15)\n  e3 (Rocket Soldier) x4: #143@(20,16) #146@(19,16) #147@(26,16) #152@(61,22)*\n  harv (Ore Truck (harvester)) x1: #133@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Army pushing west to enemy (12,16). Engage enemy 1tnk #157. Waiting on proc build to finish for economy. Lone e3 #152 at (66,24) rejoining push.", "raw": "{\"thoughts\": \"Army is close to enemy start (12,16); push in with all units while economy finishes. Keep production going.\", \"notes\": \"Main army ~(19-27,16) attacking west to enemy base (12,16). proc building 45%. Queued e3/e1. #152 rejoining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1623, "completion_tokens": 370, "total_tokens": 1993, "cost": 0.000705108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000705108, "upstream_inference_prompt_cost": 0.000261108, "upstream_inference_completions_cost": 0.000444}, "completion_tokens_details": {"reasoning_tokens": 236, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Army is close to enemy start (12,16); push in with all units while economy finishes. Keep production going.", "notes": "Main army ~(19-27,16) attacking west to enemy base (12,16). proc building 45%. Queued e3/e1. #152 rejoining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 12 units", "train 5x e1: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2100, "income": 2775, "experience": 7, "order_count": 36}}
{"tick": 5401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $926 + stored ore $519 (storage 4000), power 300 made / 120 used, harvesters 2.\nSCORE: assets $11800, army $2900, killed $100 (1 units, 0 bldgs), lost $700 (1 units, 0 bldgs). Map explored 7.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: tent 0%; Vehicle: 1tnk 36%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 100%, #123 powr@(10,16) 100%, #129 proc@(15,17) 33%, #131 powr@(12,13) 100%, #139 proc@(10,19) 100%, #151 weap@(15,14) 99%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #159@(16,15)\n  harv (Ore Truck (harvester)) x2: #130@(15,18)86% #142@(9,23)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(19,16) 70%, #137 e1@(19,16) 93%, #138 e1@(19,16) 51%, #143 e3@(20,16) 100%, #144 e1@(19,16) 36%, #145 e1@(20,16) 100%, #146 e3@(19,16) 100%, #147 e3@(19,17) 100%, #148 e1@(19,17) 100%, #149 e1@(19,17) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place fix: ordered (auto-relocated near base if the spot was invalid)\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry group ~7 units at (19,16) near base, defend with tanks as they pop. Enemy main base at (95,11). Keep training 1tnk continuously, place fix/tent/powr, build harv for economy. Attack east once army 8+.", "raw": "{\"thoughts\":\"Large enemy infantry group near my base at (19,16) close to my tank. I only have 1 tank so shouldn't engage alone; pull it back near base for defense while production continues. Place power plant, keep training tanks.\",\"notes\":\"Enemy infantry blob ~10 units at (19,16-17) near my base, likely probing. Defend with tanks as they build up, don't engage 1v10. Enemy main base at (95,11). Keep training 1tnk, place powr, build tent, add proc/harv. Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"move\",\"units\":[159],\"x\":13,\"y\":15},{\"do\":\"stance\",\"units\":[159],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":142}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2494, "completion_tokens": 331, "total_tokens": 2825, "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": 0.008298, "upstream_inference_prompt_cost": 0.004988, "upstream_inference_completions_cost": 0.00331}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.87, "thoughts": "Large enemy infantry group near my base at (19,16) close to my tank. I only have 1 tank so shouldn't engage alone; pull it back near base for defense while production continues. Place power plant, keep training tanks.", "notes": "Enemy infantry blob ~10 units at (19,16-17) near my base, likely probing. Defend with tanks as they build up, don't engage 1v10. Enemy main base at (95,11). Keep training 1tnk, place powr, build tent, add proc/harv. Attack east once army 8+.", "commands": [{"do": "place", "item": "powr"}, {"do": "move", "units": [159], "x": 13, "y": 15}, {"do": "stance", "units": [159], "stance": "defend"}, {"do": "harvest", "unit": 142}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "move: 1 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 700, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11800, "army_value": 700, "income": 4775, "experience": 1, "order_count": 32}}
{"tick": 5401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $171 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10300, army $3400, killed $700 (1 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 24.4%.\nPRODUCTION: Building: proc 57%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(19,16)70% #137@(19,16)93% #138@(19,16)51% #144@(19,16)36% #145@(20,16) #148@(19,17) #149@(19,17) #156@(73,20)\n  e3 (Rocket Soldier) x5: #143@(20,16) #146@(19,16) #147@(19,17) #152@(59,28) #160@(92,9)\n  harv (Ore Truck (harvester)) x1: #133@(102,17)\nVISIBLE ENEMY UNITS (1):\n  #159 1tnk@(16,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #129 proc@(15,17) 33%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 5x e1: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Main army ~(19-27,16) attacking west to enemy base (12,16). proc building 45%. Queued e3/e1. #152 rejoining.", "raw": "{\"thoughts\": \"My main force is fighting in the enemy base area; their refinery at 33% and a light tank are the key targets. I'll press the attack to finish the refinery and grind down the tank, keep queues busy, and send stragglers to reinforce.\", \"notes\": \"Main army W of base hitting enemy @(12-16,15-17). Enemy proc #129 weak, 1tnk #159. proc building ~60%. #152/#156 rejoining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[135,137,138,144,145,148,149,143,146,147],\"x\":13,\"y\":16},{\"do\":\"attack\",\"units\":[143,146,147],\"target\":159},{\"do\":\"attack_move\",\"units\":[152,156],\"x\":20,\"y\":17},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"harv\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1713, "completion_tokens": 575, "total_tokens": 2288, "cost": 0.000978108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000978108, "upstream_inference_prompt_cost": 0.000288108, "upstream_inference_completions_cost": 0.00069}, "completion_tokens_details": {"reasoning_tokens": 354, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.93, "thoughts": "My main force is fighting in the enemy base area; their refinery at 33% and a light tank are the key targets. I'll press the attack to finish the refinery and grind down the tank, keep queues busy, and send stragglers to reinforce.", "notes": "Main army W of base hitting enemy @(12-16,15-17). Enemy proc #129 weak, 1tnk #159. proc building ~60%. #152/#156 rejoining.", "commands": [{"do": "attack_move", "units": [135, 137, 138, 144, 145, 148, 149, 143, 146, 147], "x": 13, "y": 16}, {"do": "attack", "units": [143, 146, 147], "target": 159}, {"do": "attack_move", "units": [152, 156], "x": 20, "y": 17}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "harv", "count": 1}], "feedback": ["attack_move: 10 units", "attack: 3 units", "attack_move: 2 units", "train 3x e1: queued", "train 2x e3: queued", "train 1x harv: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 100, "units_killed": 1, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10300, "army_value": 2400, "income": 2775, "experience": 7, "order_count": 44}}
{"tick": 5601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $926 + stored ore $65 (storage 4000), power 398 made / 120 used, harvesters 2.\nSCORE: assets $11400, army $2200, killed $400 (4 units, 0 bldgs), lost $1400 (2 units, 0 bldgs). Map explored 7.5%.\nPRODUCTION: Building: tent 64%; Vehicle: 1tnk 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #129 proc@(15,17) 22%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #151 weap@(15,14) 87%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(21,9)78% #142@(7,28)\nVISIBLE ENEMY UNITS (7):\n  #137 e1@(17,16) 91%, #143 e3@(18,14) 100%, #145 e1@(18,14) 100%, #146 e3@(17,16) 64%, #147 e3@(17,16) 88%, #148 e1@(17,16) 97%, #149 e1@(17,16) 84%\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  - move: 1 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Enemy infantry blob ~10 units at (19,16-17) near my base, likely probing. Defend with tanks as they build up, don't engage 1v10. Enemy main base at (95,11). Keep training 1tnk, place powr, build tent, add proc/harv. Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry cluster near my base could threaten harvesters/buildings. I have no combat units yet; keep tank production rolling and add defense. Once first 1tnk completes, hold near base to defend.\",\"notes\":\"Enemy infantry blob (~7 units) at (17-18,14-16) near my base, likely probing proc #129. No combat units yet. Keep training 1tnk continuously, build sandbags/defense near proc, place harv when ready. Enemy main base at (95,11). Attack east once army 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"sbag\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2445, "completion_tokens": 308, "total_tokens": 2753, "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": 0.00797, "upstream_inference_prompt_cost": 0.00489, "upstream_inference_completions_cost": 0.00308}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.8, "thoughts": "Enemy infantry cluster near my base could threaten harvesters/buildings. I have no combat units yet; keep tank production rolling and add defense. Once first 1tnk completes, hold near base to defend.", "notes": "Enemy infantry blob (~7 units) at (17-18,14-16) near my base, likely probing proc #129. No combat units yet. Keep training 1tnk continuously, build sandbags/defense near proc, place harv when ready. Enemy main base at (95,11). Attack east once army 8+.", "commands": [{"do": "build", "item": "sbag"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["build sbag: started", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 1400, "units_killed": 4, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11400, "army_value": 0, "income": 5000, "experience": 4, "order_count": 33}}
{"tick": 5601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $1400 (2 units, 0 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: Building: proc 62%; Vehicle: harv 4%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(17,16)91% #145@(18,14) #148@(17,16)97% #149@(17,16)84% #156@(64,25)\n  e3 (Rocket Soldier) x5: #143@(18,14) #146@(17,16)64% #147@(17,16)88% #152@(49,28) #160@(90,13)*\n  harv (Ore Truck (harvester)) x1: #133@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(15,17) 22%, #151 weap@(15,14) 87%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack: 3 units\n  - attack_move: 2 units\n  - train 3x e1: queued\n  - train 2x e3: queued\n  - train 1x harv: queued\nYOUR NOTES FROM LAST TURN: Main army W of base hitting enemy @(12-16,15-17). Enemy proc #129 weak, 1tnk #159. proc building ~60%. #152/#156 rejoining.", "raw": "{\"thoughts\": \"Enemy proc #129 is at 22% HP \u2014 finishing it kills their income. Main group is on top of enemy base; #152/#156 and #160 should rejoin the assault. Cash is $0 so no new production affordable.\", \"notes\": \"Attacking enemy base @(12-16,15-17). Focus proc #129 down, then weap #151. #160 idle at (90,13) joining. Broke, waiting on proc/harv.\", \"commands\": [{\"do\":\"attack\",\"units\":[137,145,148,149,143,146,147],\"target\":129},{\"do\":\"attack_move\",\"units\":[152,156,160],\"x\":16,\"y\":16},{\"do\":\"harvest\",\"unit\":133}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1768, "completion_tokens": 736, "total_tokens": 2504, "cost": 0.001187808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001187808, "upstream_inference_prompt_cost": 0.000304608, "upstream_inference_completions_cost": 0.0008832}, "completion_tokens_details": {"reasoning_tokens": 570, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "Enemy proc #129 is at 22% HP \u2014 finishing it kills their income. Main group is on top of enemy base; #152/#156 and #160 should rejoin the assault. Cash is $0 so no new production affordable.", "notes": "Attacking enemy base @(12-16,15-17). Focus proc #129 down, then weap #151. #160 idle at (90,13) joining. Broke, waiting on proc/harv.", "commands": [{"do": "attack", "units": [137, 145, 148, 149, 143, 146, 147], "target": 129}, {"do": "attack_move", "units": [152, 156, 160], "x": 16, "y": 16}, {"do": "harvest", "unit": 133}], "feedback": ["attack: 7 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 1400, "deaths_cost": 400, "units_killed": 2, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10000, "army_value": 2100, "income": 2775, "experience": 14, "order_count": 50}}
{"tick": 5801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $450 + stored ore $0 (storage 2000), power 398 made / 90 used, harvesters 2.\nSCORE: assets $10700, army $2900, killed $400 (4 units, 0 bldgs), lost $2800 (2 units, 1 bldgs). Map explored 7.9%.\nPRODUCTION: Building: tent READY TO PLACE; Defense: sbag READY TO PLACE; Vehicle: 1tnk 31%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #151 weap@(15,14) 60%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #162@(15,15)\n  harv (Ore Truck (harvester)) x2: #130@(22,9)78% #142@(10,20)\nVISIBLE ENEMY UNITS (7):\n  #137 e1@(17,16) 88%, #143 e3@(18,14) 84%, #145 e1@(18,14) 99%, #146 e3@(17,16) 16%, #147 e3@(17,16) 81%, #148 e1@(17,16) 97%, #149 e1@(17,16) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build sbag: started\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry blob (~7 units) at (17-18,14-16) near my base, likely probing proc #129. No combat units yet. Keep training 1tnk continuously, build sandbags/defense near proc, place harv when ready. Enemy main base at (95,11). Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry blob is right next to my base near my tank. Place ready buildings, use my tank to defend, keep training tanks.\",\"notes\":\"Enemy infantry blob (~7 units) at (17-18,14-16) near my base. Placed tent/sbag. Keep training 1tnk. Defend with tank, build defenses. Enemy main base at (95,11). Attack east once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\"},{\"do\":\"place\",\"item\":\"sbag\"},{\"do\":\"attack_move\",\"units\":[162],\"x\":17,\"y\":15},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2497, "completion_tokens": 277, "total_tokens": 2774, "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": 0.007764, "upstream_inference_prompt_cost": 0.004994, "upstream_inference_completions_cost": 0.00277}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Enemy infantry blob is right next to my base near my tank. Place ready buildings, use my tank to defend, keep training tanks.", "notes": "Enemy infantry blob (~7 units) at (17-18,14-16) near my base. Placed tent/sbag. Keep training 1tnk. Defend with tank, build defenses. Enemy main base at (95,11). Attack east once army 8+.", "commands": [{"do": "place", "item": "tent"}, {"do": "place", "item": "sbag"}, {"do": "attack_move", "units": [162], "x": 17, "y": 15}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "place sbag: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 400, "deaths_cost": 2800, "units_killed": 4, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10700, "army_value": 700, "income": 5000, "experience": 4, "order_count": 38}}
{"tick": 5801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $2800 (2 units, 1 bldgs), lost $400 (4 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 62%; Vehicle: harv 4%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(17,16)88% #145@(18,14) #148@(17,16)97% #149@(17,16)82% #156@(55,28)\n  e3 (Rocket Soldier) x5: #143@(18,14)84% #146@(17,16)16% #147@(17,16)81% #152@(40,22) #160@(80,13)\n  harv (Ore Truck (harvester)) x1: #133@(100,16)\nVISIBLE ENEMY UNITS (1):\n  #162 1tnk@(15,15) 99%\nVISIBLE ENEMY BUILDINGS (1):\n  #151 weap@(15,14) 60%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 7 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Attacking enemy base @(12-16,15-17). Focus proc #129 down, then weap #151. #160 idle at (90,13) joining. Broke, waiting on proc/harv.", "raw": "{\"thoughts\": \"I'm broke but have 7 units on the enemy base with their War Factory at 60%. I'll focus fire it down, kill the enemy light tank, and group my stragglers toward the fight. Keep queues alive on minimal income.\", \"notes\": \"Attacking enemy base @(12-16,15-17). Focus weap #151 then tank #162. #160 and #156 moving in. Broke - rely on harv/proc.\", \"commands\": [{\"do\":\"attack\",\"units\":[137,148,149,146,147],\"target\":151},{\"do\":\"attack\",\"units\":[143,145],\"target\":162},{\"do\":\"attack_move\",\"units\":[160,156],\"x\":20,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"train\",\"item\":\"e3\",\"count\":1},{\"do\":\"rally\",\"building\":150,\"x\":30,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1728, "completion_tokens": 511, "total_tokens": 2239, "cost": 0.000905808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000905808, "upstream_inference_prompt_cost": 0.000292608, "upstream_inference_completions_cost": 0.0006132}, "completion_tokens_details": {"reasoning_tokens": 312, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.43, "thoughts": "I'm broke but have 7 units on the enemy base with their War Factory at 60%. I'll focus fire it down, kill the enemy light tank, and group my stragglers toward the fight. Keep queues alive on minimal income.", "notes": "Attacking enemy base @(12-16,15-17). Focus weap #151 then tank #162. #160 and #156 moving in. Broke - rely on harv/proc.", "commands": [{"do": "attack", "units": [137, 148, 149, 146, 147], "target": 151}, {"do": "attack", "units": [143, 145], "target": 162}, {"do": "attack_move", "units": [160, 156], "x": 20, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "train", "item": "e3", "count": 1}, {"do": "rally", "building": 150, "x": 30, "y": 16}], "feedback": ["attack: 5 units", "attack: 2 units", "attack_move: 2 units", "train 1x e3: queued", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 400, "units_killed": 2, "units_lost": 4, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10000, "army_value": 2100, "income": 2775, "experience": 28, "order_count": 50}}
{"tick": 6001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $391 + stored ore $225 (storage 2000), power 398 made / 110 used, harvesters 2.\nSCORE: assets $10500, army $2200, killed $700 (5 units, 0 bldgs), lost $3500 (3 units, 1 bldgs). Map explored 7.9%.\nPRODUCTION: Vehicle: 1tnk 79%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #151 weap@(15,14) 41%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 98%, #164 sbag@(13,14) 99%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(15,18)77% #142@(8,28)\nVISIBLE ENEMY UNITS (6):\n  #137 e1@(17,16) 39%, #143 e3@(18,14) 84%, #145 e1@(18,14) 99%, #147 e3@(17,16) 70%, #148 e1@(17,16) 95%, #149 e1@(17,16) 81%\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  - place sbag: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry blob (~7 units) at (17-18,14-16) near my base. Placed tent/sbag. Keep training 1tnk. Defend with tank, build defenses. Enemy main base at (95,11). Attack east once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry blob near my base is a threat. Continue tank production, add a pillbox for defense, and keep economy going.\",\"notes\":\"Enemy infantry blob at (17-18,14-16) near base. Defending with tanks+pillbox. Keep training 1tnk continuously. Enemy main base at (95,11), attack once army 8+.\",\"commands\":[{\"do\":\"build\",\"item\":\"pbox\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2658, "completion_tokens": 198, "total_tokens": 2856, "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": 0.007296, "upstream_inference_prompt_cost": 0.005316, "upstream_inference_completions_cost": 0.00198}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.38, "thoughts": "Enemy infantry blob near my base is a threat. Continue tank production, add a pillbox for defense, and keep economy going.", "notes": "Enemy infantry blob at (17-18,14-16) near base. Defending with tanks+pillbox. Keep training 1tnk continuously. Enemy main base at (95,11), attack once army 8+.", "commands": [{"do": "build", "item": "pbox"}, {"do": "train", "item": "1tnk", "count": 4}], "feedback": ["build pbox: started", "train 4x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 700, "deaths_cost": 3500, "units_killed": 5, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10500, "army_value": 0, "income": 5000, "experience": 7, "order_count": 44}}
{"tick": 6001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $10000, army $3100, killed $3500 (3 units, 1 bldgs), lost $700 (5 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 74%; Vehicle: harv 19%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #137@(17,16)39% #145@(18,14) #148@(17,16)95% #149@(17,16)81% #156@(46,24)\n  e3 (Rocket Soldier) x5: #143@(18,14)84% #147@(17,16)70% #152@(31,16) #160@(73,20) #165@(92,9)\n  harv (Ore Truck (harvester)) x1: #133@(103,22)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(15,18) 77%\nVISIBLE ENEMY BUILDINGS (2):\n  #151 weap@(15,14) 41%, #163 tent@(15,17) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 5 units\n  - attack: 2 units\n  - attack_move: 2 units\n  - train 1x e3: queued\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Attacking enemy base @(12-16,15-17). Focus weap #151 then tank #162. #160 and #156 moving in. Broke - rely on harv/proc.", "raw": "{\"thoughts\": \"Enemy base is exposed at (15,14-17) with weap #151 at 41% hp. My 6 forward infantry should finish it off while reinforcements converge. Cash is $0 so economy is stalled; keep harvester mining.\", \"notes\": \"Killing enemy weap #151 then tent #163. Reinforcements #152,#156,#160,#165 heading to enemy base. Broke - keep harv mining, restart production when cash returns.\", \"commands\": [{\"do\":\"attack\",\"units\":[137,145,148,149,143,147],\"target\":151},{\"do\":\"attack_move\",\"units\":[156,152],\"x\":15,\"y\":16},{\"do\":\"attack_move\",\"units\":[160,165],\"x\":15,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"rally\",\"building\":150,\"x\":30,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1760, "completion_tokens": 745, "total_tokens": 2505, "cost": 0.001196208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001196208, "upstream_inference_prompt_cost": 0.000302208, "upstream_inference_completions_cost": 0.000894}, "completion_tokens_details": {"reasoning_tokens": 552, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Enemy base is exposed at (15,14-17) with weap #151 at 41% hp. My 6 forward infantry should finish it off while reinforcements converge. Cash is $0 so economy is stalled; keep harvester mining.", "notes": "Killing enemy weap #151 then tent #163. Reinforcements #152,#156,#160,#165 heading to enemy base. Broke - keep harv mining, restart production when cash returns.", "commands": [{"do": "attack", "units": [137, 145, 148, 149, 143, 147], "target": 151}, {"do": "attack_move", "units": [156, 152], "x": 15, "y": 16}, {"do": "attack_move", "units": [160, 165], "x": 15, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "rally", "building": 150, "x": 30, "y": 18}], "feedback": ["attack: 6 units", "attack_move: 2 units", "attack_move: 2 units", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 700, "units_killed": 3, "units_lost": 5, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10000, "army_value": 2100, "income": 2775, "experience": 35, "order_count": 51}}
{"tick": 6201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $283 + stored ore $180 (storage 2000), power 398 made / 110 used, harvesters 2.\nSCORE: assets $11200, army $2900, killed $800 (6 units, 0 bldgs), lost $3500 (3 units, 1 bldgs). Map explored 8.1%.\nPRODUCTION: Defense: pbox 53%; 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: harv 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #151 weap@(15,14) 10%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 98%, #164 sbag@(13,14) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #166@(15,15)\n  harv (Ore Truck (harvester)) x2: #130@(12,19)77% #142@(9,25)\nVISIBLE ENEMY UNITS (5):\n  #143 e3@(18,14) 68%, #145 e1@(18,14) 98%, #147 e3@(17,16) 63%, #148 e1@(17,16) 93%, #149 e1@(17,16) 81%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build pbox: started\n  - train 4x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry blob at (17-18,14-16) near base. Defending with tanks+pillbox. Keep training 1tnk continuously. Enemy main base at (95,11), attack once army 8+.", "raw": "{\"thoughts\":\"Enemy infantry near my base, right next to my tank. Attack with tank now while pillbox and tanks build. Keep production going.\",\"notes\":\"Enemy infantry blob near base (17-18,14-16). Defending with 1tnk+pillbox. Enemy main base at (95,11), attack once army 8+.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[166],\"x\":17,\"y\":15},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2648, "completion_tokens": 163, "total_tokens": 2811, "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": 0.006926, "upstream_inference_prompt_cost": 0.005296, "upstream_inference_completions_cost": 0.00163}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Enemy infantry near my base, right next to my tank. Attack with tank now while pillbox and tanks build. Keep production going.", "notes": "Enemy infantry blob near base (17-18,14-16). Defending with 1tnk+pillbox. Enemy main base at (95,11), attack once army 8+.", "commands": [{"do": "attack_move", "units": [166], "x": 17, "y": 15}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 800, "deaths_cost": 3500, "units_killed": 6, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11200, "army_value": 700, "income": 5500, "experience": 8, "order_count": 49}}
{"tick": 6201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9900, army $3000, killed $3500 (3 units, 1 bldgs), lost $800 (6 units, 0 bldgs). Map explored 24.9%.\nPRODUCTION: Building: proc 74%; Vehicle: harv 19%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #145@(18,14)98% #148@(17,16)93% #149@(17,16)81% #156@(35,24)\n  e3 (Rocket Soldier) x5: #143@(18,14)68% #147@(17,16)63% #152@(21,16) #160@(64,25) #165@(82,11)\n  harv (Ore Truck (harvester)) x1: #133@(102,24)\nVISIBLE ENEMY UNITS (1):\n  #166 1tnk@(15,15) 99%\nVISIBLE ENEMY BUILDINGS (2):\n  #151 weap@(15,14) 10%, #163 tent@(15,17) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Killing enemy weap #151 then tent #163. Reinforcements #152,#156,#160,#165 heading to enemy base. Broke - keep harv mining, restart production when cash returns.", "raw": "{\"thoughts\": \"Army is at the enemy base; weap #151 at 10% is nearly dead, tent #163 remains. Cash is $0 so production waits on the harvester. Push all units in to finish the base.\", \"notes\": \"All army attacking enemy base ~(15,15): finish weap #151 then tent #163. Harv #133 mining, proc #140 being built. No cash yet.\", \"commands\": [{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":15}, {\"do\":\"attack\",\"units\":[152,156],\"target\":163}, {\"do\":\"repair\",\"building\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1742, "completion_tokens": 459, "total_tokens": 2201, "cost": 0.000847608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000847608, "upstream_inference_prompt_cost": 0.000296808, "upstream_inference_completions_cost": 0.0005508}, "completion_tokens_details": {"reasoning_tokens": 316, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Army is at the enemy base; weap #151 at 10% is nearly dead, tent #163 remains. Cash is $0 so production waits on the harvester. Push all units in to finish the base.", "notes": "All army attacking enemy base ~(15,15): finish weap #151 then tent #163. Harv #133 mining, proc #140 being built. No cash yet.", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 15}, {"do": "attack", "units": [152, 156], "target": 163}, {"do": "repair", "building": 150}], "feedback": ["attack_move: 9 units", "attack: 2 units", "repair #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 800, "units_killed": 3, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 9900, "army_value": 2000, "income": 2775, "experience": 35, "order_count": 51}}
{"tick": 6401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $203 + stored ore $667 (storage 2000), power 398 made / 80 used, harvesters 2.\nSCORE: assets $9200, army $2900, killed $1300 (9 units, 0 bldgs), lost $5500 (3 units, 2 bldgs). Map explored 8.1%.\nPRODUCTION: Defense: pbox READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 79%, #164 sbag@(13,14) 99%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #166@(15,15)74%\n  harv (Ore Truck (harvester)) x2: #130@(22,9)67% #142@(10,22)\nVISIBLE ENEMY UNITS (3):\n  #143 e3@(18,13) 64%, #145 e1@(18,14) 40%, #152 e3@(19,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry blob near base (17-18,14-16). Defending with 1tnk+pillbox. Enemy main base at (95,11), attack once army 8+.", "raw": "{\"thoughts\":\"Place pillbox for defense, keep tank fighting nearby enemy infantry, continue building army and economy.\",\"notes\":\"Enemy infantry blob near base (18,13-16). Defending with 1tnk+pillbox. Building more tanks. Enemy main base at (95,11), attack once army 8+.\",\"commands\":[{\"do\":\"place\",\"item\":\"pbox\",\"x\":13,\"y\":15},{\"do\":\"attack_move\",\"units\":[166],\"x\":18,\"y\":14},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2128, "completion_tokens": 228, "total_tokens": 2356, "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": 0.006536, "upstream_inference_prompt_cost": 0.004256, "upstream_inference_completions_cost": 0.00228}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "Place pillbox for defense, keep tank fighting nearby enemy infantry, continue building army and economy.", "notes": "Enemy infantry blob near base (18,13-16). Defending with 1tnk+pillbox. Building more tanks. Enemy main base at (95,11), attack once army 8+.", "commands": [{"do": "place", "item": "pbox", "x": 13, "y": 15}, {"do": "attack_move", "units": [166], "x": 18, "y": 14}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "build powr: started", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1300, "deaths_cost": 5500, "units_killed": 9, "units_lost": 3, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9200, "army_value": 700, "income": 5500, "experience": 13, "order_count": 51}}
{"tick": 6401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $389 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9400, army $2500, killed $5500 (3 units, 2 bldgs), lost $1300 (9 units, 0 bldgs). Map explored 25.6%.\nPRODUCTION: Building: proc 76%; Vehicle: harv 23%; Infantry: e3 21%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #145@(18,14)40% #156@(25,24)\n  e3 (Rocket Soldier) x4: #143@(18,13)64% #152@(19,16) #160@(55,28) #165@(75,18)\n  harv (Ore Truck (harvester)) x1: #133@(99,16)\nVISIBLE ENEMY UNITS (1):\n  #166 1tnk@(15,15) 74%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack: 2 units\n  - repair #150: ordered\nYOUR NOTES FROM LAST TURN: All army attacking enemy base ~(15,15): finish weap #151 then tent #163. Harv #133 mining, proc #140 being built. No cash yet.", "raw": "{\"thoughts\": \"Our rocket soldiers have reached the enemy base and engaged an enemy Light Tank. Focus fire on the enemy tank while reinforcing with arriving infantry, and prepare to place the refinery soon.\", \"notes\": \"Attacking enemy at (15,15). Proc finishing soon - place it and immediately build powr to prevent brownout.\", \"commands\": [{\"do\": \"attack\", \"units\": [143, 145, 152], \"target\": 166}, {\"do\": \"attack_move\", \"units\": [156, 160, 165], \"x\": 15, \"y\": 15}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1800, "completion_tokens": 584, "total_tokens": 2384, "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": 0.00708, "upstream_inference_prompt_cost": 0.0027, "upstream_inference_completions_cost": 0.00438}, "completion_tokens_details": {"reasoning_tokens": 439, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.67, "thoughts": "Our rocket soldiers have reached the enemy base and engaged an enemy Light Tank. Focus fire on the enemy tank while reinforcing with arriving infantry, and prepare to place the refinery soon.", "notes": "Attacking enemy at (15,15). Proc finishing soon - place it and immediately build powr to prevent brownout.", "commands": [{"do": "attack", "units": [143, 145, 152], "target": 166}, {"do": "attack_move", "units": [156, 160, 165], "x": 15, "y": 15}], "feedback": ["attack: 3 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 1300, "units_killed": 3, "units_lost": 9, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9400, "army_value": 1500, "income": 2775, "experience": 55, "order_count": 51}}
{"tick": 6601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $203 + stored ore $167 (storage 2000), power 398 made / 100 used, harvesters 2.\nSCORE: assets $9400, army $2400, killed $1700 (11 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.4%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 64%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #169@(13,18)* #170@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(21,9)67% #142@(10,30)\nVISIBLE ENEMY UNITS (2):\n  #152 e3@(19,16) 55%, #156 e1@(19,18) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - build powr: started\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy infantry blob near base (18,13-16). Defending with 1tnk+pillbox. Building more tanks. Enemy main base at (95,11), attack once army 8+.", "raw": "{\"thoughts\":\"Place ready power plant, continue building economy and army. Enemy infantry near base, defend with pillbox and infantry. Queue war factory for tanks.\",\"notes\":\"Enemy infantry near base (19,16-18). Enemy main base at (95,11). Need weap factory for tanks, keep training e1/e3, defend with pillbox.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2176, "completion_tokens": 244, "total_tokens": 2420, "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": 0.006792, "upstream_inference_prompt_cost": 0.004352, "upstream_inference_completions_cost": 0.00244}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Place ready power plant, continue building economy and army. Enemy infantry near base, defend with pillbox and infantry. Queue war factory for tanks.", "notes": "Enemy infantry near base (19,16-18). Enemy main base at (95,11). Need weap factory for tanks, keep training e1/e3, defend with pillbox.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "harvest", "unit": 130}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build weap: started", "train 2x e1: queued", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1700, "deaths_cost": 6200, "units_killed": 11, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9400, "army_value": 300, "income": 5000, "experience": 17, "order_count": 55}}
{"tick": 6601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $9000, army $2100, killed $6200 (4 units, 2 bldgs), lost $1700 (11 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 85%; Vehicle: harv 34%; Infantry: e3 63%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #156@(19,18)\n  e3 (Rocket Soldier) x3: #152@(19,16)55% #160@(46,24) #165@(67,24)\n  harv (Ore Truck (harvester)) x1: #133@(102,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Attacking enemy at (15,15). Proc finishing soon - place it and immediately build powr to prevent brownout.", "raw": "{\"thoughts\":\"Economy is starved; cancel some redundant queued infantry so incoming harvester income prioritizes the second refinery and harvester. Attack-move forward units toward the suspected enemy base at (12,16).\",\"notes\":\"Enemy base at ~(12,16). Once proc finishes, place it near ore and start a powr immediately.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"cancel\",\"item\":\"e1\"},{\"do\":\"attack_move\",\"units\":[152,156],\"x\":14,\"y\":16},{\"do\":\"attack_move\",\"units\":[160,165],\"x\":20,\"y\":18}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1730, "completion_tokens": 550, "total_tokens": 2280, "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": 0.00672, "upstream_inference_prompt_cost": 0.002595, "upstream_inference_completions_cost": 0.004125}, "completion_tokens_details": {"reasoning_tokens": 380, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.25, "thoughts": "Economy is starved; cancel some redundant queued infantry so incoming harvester income prioritizes the second refinery and harvester. Attack-move forward units toward the suspected enemy base at (12,16).", "notes": "Enemy base at ~(12,16). Once proc finishes, place it near ore and start a powr immediately.", "commands": [{"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "cancel", "item": "e1"}, {"do": "attack_move", "units": [152, 156], "x": 14, "y": 16}, {"do": "attack_move", "units": [160, 165], "x": 20, "y": 18}], "feedback": ["attack_move: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1700, "units_killed": 4, "units_lost": 11, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 9000, "army_value": 1100, "income": 2775, "experience": 62, "order_count": 51}}
{"tick": 6801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $9800, army $2500, killed $1800 (12 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.6%.\nPRODUCTION: Building: weap 9%; Infantry: e1 86%\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, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #169@(13,18)* #170@(14,18)* #172@(15,18)\n  harv (Ore Truck (harvester)) x2: #130@(16,17)67% #142@(11,22)\nVISIBLE ENEMY UNITS (1):\n  #152 e3@(19,16) 55%\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\n  - train 2x e1: queued\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry near base (19,16-18). Enemy main base at (95,11). Need weap factory for tanks, keep training e1/e3, defend with pillbox.", "raw": "{\"thoughts\":\"Enemy rocket soldier near base, weak (55% hp). Attack it with idle infantry. Keep production going: war factory, more infantry.\",\"notes\":\"Enemy main base at (95,11). Building weap factory, training e1. Defend base, expand economy with more harvesters/proc soon. Kill enemy e3 near base.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169,170,172],\"x\":19,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2183, "completion_tokens": 171, "total_tokens": 2354, "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": 0.006076, "upstream_inference_prompt_cost": 0.004366, "upstream_inference_completions_cost": 0.00171}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Enemy rocket soldier near base, weak (55% hp). Attack it with idle infantry. Keep production going: war factory, more infantry.", "notes": "Enemy main base at (95,11). Building weap factory, training e1. Defend base, expand economy with more harvesters/proc soon. Kill enemy e3 near base.", "commands": [{"do": "attack_move", "units": [169, 170, 172], "x": 19, "y": 16}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 3 units", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 6200, "units_killed": 12, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 9800, "army_value": 400, "income": 4500, "experience": 18, "order_count": 59}}
{"tick": 6801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8900, army $2000, killed $6200 (4 units, 2 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 25.9%.\nPRODUCTION: Building: proc 85%; Vehicle: harv 34%; Infantry: e3 63%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #152@(19,16)55% #160@(38,18) #165@(58,28)\n  harv (Ore Truck (harvester)) x1: #133@(99,20)\nVISIBLE ENEMY UNITS (1):\n  #130 harv@(16,17) 67%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base at ~(12,16). Once proc finishes, place it near ore and start a powr immediately.", "raw": "{\"thoughts\": \"Cash is at $0 so I can't start new production; my proc is nearly done and will give me an Ore Truck. I'll use my Rocket Soldiers to kill the exposed enemy harvester to hurt their economy, and pull the damaged one back.\", \"notes\": \"Enemy base ~(12,16). Kill enemy harv #130 with e3s #160/#165; retreat damaged #152. When proc ready, place near ore and start powr.\", \"commands\": [{\"do\":\"attack\",\"units\":[160,165],\"target\":130},{\"do\":\"move\",\"units\":[152],\"x\":85,\"y\":11}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1584, "completion_tokens": 820, "total_tokens": 2404, "cost": 0.001233408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001233408, "upstream_inference_prompt_cost": 0.000249408, "upstream_inference_completions_cost": 0.000984}, "completion_tokens_details": {"reasoning_tokens": 681, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.58, "thoughts": "Cash is at $0 so I can't start new production; my proc is nearly done and will give me an Ore Truck. I'll use my Rocket Soldiers to kill the exposed enemy harvester to hurt their economy, and pull the damaged one back.", "notes": "Enemy base ~(12,16). Kill enemy harv #130 with e3s #160/#165; retreat damaged #152. When proc ready, place near ore and start powr.", "commands": [{"do": "attack", "units": [160, 165], "target": 130}, {"do": "move", "units": [152], "x": 85, "y": 11}], "feedback": ["attack: 2 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 1800, "units_killed": 4, "units_lost": 12, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 2600, "experience": 62, "order_count": 56}}
{"tick": 7001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $550 (storage 2000), power 498 made / 100 used, harvesters 2.\nSCORE: assets $10100, army $2800, killed $2100 (13 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.6%.\nPRODUCTION: Building: weap 21%\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, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(14,18)* #176@(15,18)\n  harv (Ore Truck (harvester)) x2: #130@(10,20)67% #142@(10,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy main base at (95,11). Building weap factory, training e1. Defend base, expand economy with more harvesters/proc soon. Kill enemy e3 near base.", "raw": "{\"thoughts\":\"Weap factory still building. Keep training infantry and queue more economy. Group idle e1 for defense/scouting.\",\"notes\":\"Enemy main base at (95,11). Weap factory building. Plan: after weap done, build tanks, expand with proc #2. Keep training e1/e3 mix.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2152, "completion_tokens": 177, "total_tokens": 2329, "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": 0.006074, "upstream_inference_prompt_cost": 0.004304, "upstream_inference_completions_cost": 0.00177}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "Weap factory still building. Keep training infantry and queue more economy. Group idle e1 for defense/scouting.", "notes": "Enemy main base at (95,11). Weap factory building. Plan: after weap done, build tanks, expand with proc #2. Keep training e1/e3 mix.", "commands": [{"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e1: queued", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2100, "deaths_cost": 6200, "units_killed": 13, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10100, "army_value": 700, "income": 5500, "experience": 21, "order_count": 61}}
{"tick": 7001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8900, army $2000, killed $6200 (4 units, 2 bldgs), lost $2100 (13 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 97%; Vehicle: harv 50%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #160@(27,18) #165@(47,28) #175@(93,8)\n  harv (Ore Truck (harvester)) x1: #133@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Kill enemy harv #130 with e3s #160/#165; retreat damaged #152. When proc ready, place near ore and start powr.", "raw": "{\"thoughts\": \"Cash is $0 so nothing new can start; must maximize income. Proc is 97% done so it will be ready to place. Consolidate the 3 rocket soldiers \u2014 send the forward two toward the enemy base while keeping #175 near home.\", \"notes\": \"Enemy base ~(12,16). Proc ready to place near ore (99,15). Keep harv mining. Vehicle queue: harv 50%. Two e3s (#160,#165) attacking toward enemy base. Need powr once cash allows.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[160,165],\"x\":12,\"y\":16},{\"do\":\"stop\",\"units\":[175]}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1576, "completion_tokens": 859, "total_tokens": 2435, "cost": 0.001277808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001277808, "upstream_inference_prompt_cost": 0.000247008, "upstream_inference_completions_cost": 0.0010308}, "completion_tokens_details": {"reasoning_tokens": 691, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.92, "thoughts": "Cash is $0 so nothing new can start; must maximize income. Proc is 97% done so it will be ready to place. Consolidate the 3 rocket soldiers \u2014 send the forward two toward the enemy base while keeping #175 near home.", "notes": "Enemy base ~(12,16). Proc ready to place near ore (99,15). Keep harv mining. Vehicle queue: harv 50%. Two e3s (#160,#165) attacking toward enemy base. Need powr once cash allows.", "commands": [{"do": "place", "item": "proc"}, {"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [160, 165], "x": 12, "y": 16}, {"do": "stop", "units": [175]}], "feedback": ["place proc: nothing READY TO PLACE with that type", "attack_move: 2 units", "stop: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2100, "units_killed": 4, "units_lost": 13, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8900, "army_value": 1000, "income": 3000, "experience": 62, "order_count": 56}}
{"tick": 7201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $16 (storage 2000), power 498 made / 100 used, harvesters 2.\nSCORE: assets $10300, army $3000, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.7%.\nPRODUCTION: Building: weap 37%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(14,18)* #177@(14,18)* #178@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(18,12)67% #142@(10,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: Enemy main base at (95,11). Weap factory building. Plan: after weap done, build tanks, expand with proc #2. Keep training e1/e3 mix.", "raw": "{\"thoughts\":\"War factory still building. Keep infantry defensive near base, queue more units, wait for weap factory to finish then produce tanks.\",\"notes\":\"Enemy main base at (95,11). Weap factory building. After done, build tanks (2tnk/3tnk), then attack with combined force. Keep training e1/e3, build second proc for economy.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2167, "completion_tokens": 207, "total_tokens": 2374, "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": 0.006404, "upstream_inference_prompt_cost": 0.004334, "upstream_inference_completions_cost": 0.00207}, "completion_tokens_details": {"reasoning_tokens": 40, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "War factory still building. Keep infantry defensive near base, queue more units, wait for weap factory to finish then produce tanks.", "notes": "Enemy main base at (95,11). Weap factory building. After done, build tanks (2tnk/3tnk), then attack with combined force. Keep training e1/e3, build second proc for economy.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 8 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10300, "army_value": 900, "income": 5000, "experience": 24, "order_count": 63}}
{"tick": 7201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8600, army $1700, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 97%; Vehicle: harv 50%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #165@(38,22) #175@(93,8)*\n  harv (Ore Truck (harvester)) x1: #133@(104,24)\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  - attack_move: 2 units\n  - stop: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Proc ready to place near ore (99,15). Keep harv mining. Vehicle queue: harv 50%. Two e3s (#160,#165) attacking toward enemy base. Need powr once cash allows.", "raw": "{\"thoughts\": \"Economy is broke ($0), proc almost done and a harvester in the vehicle queue. I'll push the two rocket soldiers toward the enemy base to scout/harass while waiting for income to resume so I can place the refinery and start producing units again.\", \"notes\": \"Enemy base ~(12,16). Proc 97% building -> place near ore (99,15) next turn. Vehicle harv 50%. 2 e3 (#165,#175) doing attack_move toward (12,16). Cash 0, need economy before new units.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[165,175],\"x\":12,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":90,\"y\":20}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1598, "completion_tokens": 596, "total_tokens": 2194, "cost": 0.000968808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000968808, "upstream_inference_prompt_cost": 0.000253608, "upstream_inference_completions_cost": 0.0007152}, "completion_tokens_details": {"reasoning_tokens": 431, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.31, "thoughts": "Economy is broke ($0), proc almost done and a harvester in the vehicle queue. I'll push the two rocket soldiers toward the enemy base to scout/harass while waiting for income to resume so I can place the refinery and start producing units again.", "notes": "Enemy base ~(12,16). Proc 97% building -> place near ore (99,15) next turn. Vehicle harv 50%. 2 e3 (#165,#175) doing attack_move toward (12,16). Cash 0, need economy before new units.", "commands": [{"do": "attack_move", "units": [165, 175], "x": 12, "y": 16}, {"do": "rally", "building": 150, "x": 90, "y": 20}], "feedback": ["attack_move: 2 units", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8600, "army_value": 700, "income": 3000, "experience": 62, "order_count": 56}}
{"tick": 7401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $10300, army $3000, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.7%.\nPRODUCTION: Building: weap 38%; Infantry: e3 1%; 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, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(14,18)* #177@(14,18)* #178@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(21,7)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy main base at (95,11). Weap factory building. After done, build tanks (2tnk/3tnk), then attack with combined force. Keep training e1/e3, build second proc for economy.", "raw": "{\"thoughts\":\"Continue building economy and army. Weap factory building, keep training infantry, group idle army for defense until tanks ready.\",\"notes\":\"Enemy base at (95,11). Weap factory in progress. Build tanks once ready, then attack with combined force. Keep training e3 for anti-tank, add second proc for economy.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2198, "completion_tokens": 173, "total_tokens": 2371, "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": 0.006126, "upstream_inference_prompt_cost": 0.004396, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.11, "thoughts": "Continue building economy and army. Weap factory building, keep training infantry, group idle army for defense until tanks ready.", "notes": "Enemy base at (95,11). Weap factory in progress. Build tanks once ready, then attack with combined force. Keep training e3 for anti-tank, add second proc for economy.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "proc"}], "feedback": ["stance: 8 units", "train 2x e3: queued", "build proc: started"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10300, "army_value": 900, "income": 4500, "experience": 24, "order_count": 65}}
{"tick": 7401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction germany (Allies). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8600, army $1700, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 97%; Vehicle: harv 50%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #165@(30,15) #175@(85,13)\n  harv (Ore Truck (harvester)) x1: #133@(100,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy base ~(12,16). Proc 97% building -> place near ore (99,15) next turn. Vehicle harv 50%. 2 e3 (#165,#175) doing attack_move toward (12,16). Cash 0, need economy before new units.", "raw": "{\"thoughts\": \"Cash is at $0 with one harvester, so income is the bottleneck. Proc at 97% will finish this tick; I'll place it next turn when ready. Keep the 2 rocket soldiers scouting toward the enemy base but avoid suicidal charges, and let existing queues (harv, e3) finish.\",\"notes\": \"Place proc as soon as ready (~99,15). Then build powr, then more economy (proc #2). Keep harv #133 mining. e3 #165/#175 scouting toward enemy (12,16). Low cash - build cheap units only.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[175],\"x\":60,\"y\":15},{\"do\":\"move\",\"units\":[165],\"x\":40,\"y\":16},{\"do\":\"rally\",\"building\":150,\"x\":93,\"y\":18}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1588, "completion_tokens": 1277, "total_tokens": 2865, "cost": 0.001783008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001783008, "upstream_inference_prompt_cost": 0.000250608, "upstream_inference_completions_cost": 0.0015324}, "completion_tokens_details": {"reasoning_tokens": 1092, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.94, "thoughts": "Cash is at $0 with one harvester, so income is the bottleneck. Proc at 97% will finish this tick; I'll place it next turn when ready. Keep the 2 rocket soldiers scouting toward the enemy base but avoid suicidal charges, and let existing queues (harv, e3) finish.", "notes": "Place proc as soon as ready (~99,15). Then build powr, then more economy (proc #2). Keep harv #133 mining. e3 #165/#175 scouting toward enemy (12,16). Low cash - build cheap units only.", "commands": [{"do": "attack_move", "units": [175], "x": 60, "y": 15}, {"do": "move", "units": [165], "x": 40, "y": 16}, {"do": "rally", "building": 150, "x": 93, "y": 18}], "feedback": ["attack_move: 1 units", "move: 1 units", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8600, "army_value": 700, "income": 2500, "experience": 62, "order_count": 56}}
{"tick": 7601, "slot": "Multi0", "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: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $10300, army $3000, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 50%; Building: proc 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(14,18)* #177@(14,18)* #178@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(18,13)67% #142@(10,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\n  - train 2x e3: queued\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Weap factory in progress. Build tanks once ready, then attack with combined force. Keep training e3 for anti-tank, add second proc for economy.", "raw": "{\"thoughts\":\"Building weap factory and second proc, keep training e3 rocket soldiers. Group idle infantry to defend base while economy grows.\",\"notes\":\"Enemy base at (95,11). Weap factory in progress, 2nd proc building. Once weap done, build tanks and mass with e3s for assault. Keep power up.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2233, "completion_tokens": 160, "total_tokens": 2393, "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": 0.006066, "upstream_inference_prompt_cost": 0.004466, "upstream_inference_completions_cost": 0.0016}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.57, "thoughts": "Building weap factory and second proc, keep training e3 rocket soldiers. Group idle infantry to defend base while economy grows.", "notes": "Enemy base at (95,11). Weap factory in progress, 2nd proc building. Once weap done, build tanks and mass with e3s for assault. Keep power up.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 8 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10300, "army_value": 900, "income": 5000, "experience": 24, "order_count": 68}}
{"tick": 7601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $126 (storage 2000), power 100 made / 100 used, harvesters 1.\nSCORE: assets $8600, army $1700, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: harv 65%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #165@(40,16) #175@(74,13)\n  harv (Ore Truck (harvester)) x1: #133@(101,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - move: 1 units\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Place proc as soon as ready (~99,15). Then build powr, then more economy (proc #2). Keep harv #133 mining. e3 #165/#175 scouting toward enemy (12,16). Low cash - build cheap units only.", "raw": "{\"thoughts\": \"Proc is ready to place - put it near the ore field to boost income. Armies are mostly idle at (40,16) and (74,13); push them toward the enemy start at (12,16). Cash is $0 so keep queues busy but rely on the harvester coming online.\", \"notes\": \"Placing proc #2. e3 #165/#175 attacking toward (12,16). harv #133 mining. Harv in vehicle queue 65%. Rally weap forward. Next: more powr if needed, then 1tnk.\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"attack_move\",\"units\":[165],\"x\":12,\"y\":16}, {\"do\":\"attack_move\",\"units\":[175],\"x\":12,\"y\":16}, {\"do\":\"rally\",\"building\":150,\"x\":40,\"y\":16}, {\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1594, "completion_tokens": 613, "total_tokens": 2207, "cost": 0.000988008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000988008, "upstream_inference_prompt_cost": 0.000252408, "upstream_inference_completions_cost": 0.0007356}, "completion_tokens_details": {"reasoning_tokens": 397, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.8, "thoughts": "Proc is ready to place - put it near the ore field to boost income. Armies are mostly idle at (40,16) and (74,13); push them toward the enemy start at (12,16). Cash is $0 so keep queues busy but rely on the harvester coming online.", "notes": "Placing proc #2. e3 #165/#175 attacking toward (12,16). harv #133 mining. Harv in vehicle queue 65%. Rally weap forward. Next: more powr if needed, then 1tnk.", "commands": [{"do": "place", "item": "proc"}, {"do": "attack_move", "units": [165], "x": 12, "y": 16}, {"do": "attack_move", "units": [175], "x": 12, "y": 16}, {"do": "rally", "building": 150, "x": 40, "y": 16}, {"do": "build", "item": "powr"}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 1 units", "attack_move: 1 units", "rally #150: ordered", "build powr: started", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 8600, "army_value": 700, "income": 3000, "experience": 62, "order_count": 56}}
{"tick": 7801, "slot": "Multi0", "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: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $10300, army $3000, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 50%; Building: proc 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(14,18)* #177@(14,18)* #178@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(11,20)67% #142@(9,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Weap factory in progress, 2nd proc building. Once weap done, build tanks and mass with e3s for assault. Keep power up.", "raw": "{\"thoughts\":\"Production continuing on weap and proc, e3 training ongoing. Keep idle infantry grouped defending base, wait for war factory to finish for tanks.\",\"notes\":\"Enemy base at (95,11). Weap factory + proc building. Once weap done, build tanks (2tnk) and mass with e3s for assault. Keep power up.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2243, "completion_tokens": 175, "total_tokens": 2418, "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": 0.006236, "upstream_inference_prompt_cost": 0.004486, "upstream_inference_completions_cost": 0.00175}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "Production continuing on weap and proc, e3 training ongoing. Keep idle infantry grouped defending base, wait for war factory to finish for tanks.", "notes": "Enemy base at (95,11). Weap factory + proc building. Once weap done, build tanks (2tnk) and mass with e3s for assault. Keep power up.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 8 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10300, "army_value": 900, "income": 4500, "experience": 24, "order_count": 70}}
{"tick": 7801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 130 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11100, army $2800, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26.2%.\nPRODUCTION: Building: powr 12%; Vehicle: harv 69%; Vehicle: 1tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #165@(31,14) #175@(67,20)\n  harv (Ore Truck (harvester)) x2: #133@(103,24) #182@(107,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - rally #150: ordered\n  - build powr: started\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Placing proc #2. e3 #165/#175 attacking toward (12,16). harv #133 mining. Harv in vehicle queue 65%. Rally weap forward. Next: more powr if needed, then 1tnk.", "raw": "{\"thoughts\": \"Low power is slowing production; powr is already building. Cash is $0 so I need harvesters mining and can't afford much else. My two lone rocket soldiers are deep in enemy territory with no support \u2014 pull them back to a forward rally to regroup rather than feed them to the enemy.\", \"notes\": \"powr under construction (~12%). Vehicle queue: harv 69%. Keep infantry queues full. Gather e3 #165/#175 near base/forward rally. Need harvesters earning; build 2nd harv when cash allows, then 1tnk spam.\", \"commands\": [{\"do\":\"move\",\"units\":[165,175],\"x\":80,\"y\":18},{\"do\":\"rally\",\"building\":150,\"x\":78,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1669, "completion_tokens": 535, "total_tokens": 2204, "cost": 0.000916908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000916908, "upstream_inference_prompt_cost": 0.000274908, "upstream_inference_completions_cost": 0.000642}, "completion_tokens_details": {"reasoning_tokens": 353, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.36, "thoughts": "Low power is slowing production; powr is already building. Cash is $0 so I need harvesters mining and can't afford much else. My two lone rocket soldiers are deep in enemy territory with no support \u2014 pull them back to a forward rally to regroup rather than feed them to the enemy.", "notes": "powr under construction (~12%). Vehicle queue: harv 69%. Keep infantry queues full. Gather e3 #165/#175 near base/forward rally. Need harvesters earning; build 2nd harv when cash allows, then 1tnk spam.", "commands": [{"do": "move", "units": [165, 175], "x": 80, "y": 18}, {"do": "rally", "building": 150, "x": 78, "y": 16}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["move: 2 units", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11100, "army_value": 700, "income": 3000, "experience": 62, "order_count": 59}}
{"tick": 8001, "slot": "Multi0", "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: Multi0, faction england (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 $463 (storage 2000), power 498 made / 100 used, harvesters 2.\nSCORE: assets $10600, army $3300, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 64%; Building: proc 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x1: #183@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(17,18)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 8 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Weap factory + proc building. Once weap done, build tanks (2tnk) and mass with e3s for assault. Keep power up.", "raw": "{\"thoughts\":\"Continue building economy and army. Group idle infantry to defend while production finishes. Once weap factory done, start tank production.\",\"notes\":\"Enemy base at (95,11). Weap factory building, proc building queued. Once weap done, build 2tnk and mass with e3s. Keep training e3s and e1s, keep power positive. Send harv #130 to repair/heal if damaged.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2246, "completion_tokens": 204, "total_tokens": 2450, "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": 0.006532, "upstream_inference_prompt_cost": 0.004492, "upstream_inference_completions_cost": 0.00204}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.93, "thoughts": "Continue building economy and army. Group idle infantry to defend while production finishes. Once weap factory done, start tank production.", "notes": "Enemy base at (95,11). Weap factory building, proc building queued. Once weap done, build 2tnk and mass with e3s. Keep training e3s and e1s, keep power positive. Send harv #130 to repair/heal if damaged.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 9 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10600, "army_value": 1200, "income": 5000, "experience": 24, "order_count": 70}}
{"tick": 8001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 100 made / 130 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11100, army $2800, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26.4%.\nPRODUCTION: Building: powr 12%; Vehicle: harv 69%; Vehicle: 1tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #165@(38,21) #175@(75,20)\n  harv (Ore Truck (harvester)) x2: #133@(99,21) #182@(108,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: powr under construction (~12%). Vehicle queue: harv 69%. Keep infantry queues full. Gather e3 #165/#175 near base/forward rally. Need harvesters earning; build 2nd harv when cash allows, then 1tnk spam.", "raw": "{\"thoughts\": \"Low on power and cash ($0), but powr is building (12%) and harvester #3 is at 69%. Pulling forward rocket soldier #165 back to rendezvous with #175 near base approach at (85, 16).\", \"notes\": \"Waiting for powr to complete to fix low power. Harv #3 at 69%. Once power and harv are out, cash flow will surge and 1tnk production will begin.\", \"commands\": [{\"do\": \"move\", \"units\": [165, 175], \"x\": 85, \"y\": 16}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1743, "completion_tokens": 521, "total_tokens": 2264, "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": 0.006522, "upstream_inference_prompt_cost": 0.0026145, "upstream_inference_completions_cost": 0.0039075}, "completion_tokens_details": {"reasoning_tokens": 380, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.28, "thoughts": "Low on power and cash ($0), but powr is building (12%) and harvester #3 is at 69%. Pulling forward rocket soldier #165 back to rendezvous with #175 near base approach at (85, 16).", "notes": "Waiting for powr to complete to fix low power. Harv #3 at 69%. Once power and harv are out, cash flow will surge and 1tnk production will begin.", "commands": [{"do": "move", "units": [165, 175], "x": 85, "y": 16}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11100, "army_value": 700, "income": 2500, "experience": 62, "order_count": 59}}
{"tick": 8201, "slot": "Multi0", "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: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $10900, army $3600, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 76%; Building: proc 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x2: #183@(13,18)* #184@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(20,6)67% #142@(7,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 9 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11). Weap factory building, proc building queued. Once weap done, build 2tnk and mass with e3s. Keep training e3s and e1s, keep power positive. Send harv #130 to repair/heal if damaged.", "raw": "{\"thoughts\":\"Weap factory nearly done, proc queued. Keep training e3s, group idle infantry defensively near base until tanks ready. Send damaged harvester to repair.\",\"notes\":\"Enemy at (95,11). Weap almost done -> build 2tnk once fix depot allows. Keep training e3/e1, mass army near barracks before attacking. Watch power.\",\"commands\":[{\"do\":\"repair\",\"building\":158},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2304, "completion_tokens": 220, "total_tokens": 2524, "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": 0.006808, "upstream_inference_prompt_cost": 0.004608, "upstream_inference_completions_cost": 0.0022}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "Weap factory nearly done, proc queued. Keep training e3s, group idle infantry defensively near base until tanks ready. Send damaged harvester to repair.", "notes": "Enemy at (95,11). Weap almost done -> build 2tnk once fix depot allows. Keep training e3/e1, mass army near barracks before attacking. Watch power.", "commands": [{"do": "repair", "building": 158}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["repair #158: ordered", "stance: 10 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10900, "army_value": 1500, "income": 5000, "experience": 24, "order_count": 72}}
{"tick": 8201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $359 (storage 4000), power 100 made / 130 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11400, army $3100, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: powr 27%; Vehicle: harv 74%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #165@(47,24) #175@(81,14) #185@(93,8)\n  harv (Ore Truck (harvester)) x2: #133@(100,19) #182@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Waiting for powr to complete to fix low power. Harv #3 at 69%. Once power and harv are out, cash flow will surge and 1tnk production will begin.", "raw": "{\"thoughts\": \"Low power is the bottleneck; powr is at 27% so let it finish, and 2 harvesters plus the third harvester coming should fix income. I'll rally production near base and push my forward rocket soldier toward the enemy start to scout.\", \"notes\": \"Enemy likely at (12,16) far west. powr finishing. Exploring with e3 #165 westward. Need a second powr and fix after.\", \"commands\": [{\"do\":\"rally\",\"building\":150,\"x\":88,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":10},{\"do\":\"attack_move\",\"units\":[165],\"x\":20,\"y\":18},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1601, "completion_tokens": 931, "total_tokens": 2532, "cost": 0.001371708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001371708, "upstream_inference_prompt_cost": 0.000254508, "upstream_inference_completions_cost": 0.0011172}, "completion_tokens_details": {"reasoning_tokens": 753, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.83, "thoughts": "Low power is the bottleneck; powr is at 27% so let it finish, and 2 harvesters plus the third harvester coming should fix income. I'll rally production near base and push my forward rocket soldier toward the enemy start to scout.", "notes": "Enemy likely at (12,16) far west. powr finishing. Exploring with e3 #165 westward. Need a second powr and fix after.", "commands": [{"do": "rally", "building": 150, "x": 88, "y": 16}, {"do": "rally", "building": 134, "x": 92, "y": 10}, {"do": "attack_move", "units": [165], "x": 20, "y": 18}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["rally #150: ordered", "rally #134: ordered", "attack_move: 1 units", "train 2x 1tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 3000, "experience": 62, "order_count": 59}}
{"tick": 8401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $10900, army $3600, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 76%; Building: proc 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x2: #183@(13,18)* #184@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(19,10)67% #142@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #158: ordered\n  - stance: 10 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap almost done -> build 2tnk once fix depot allows. Keep training e3/e1, mass army near barracks before attacking. Watch power.", "raw": "{\"thoughts\":\"Weap almost done, keep training e3s and let proc build. Group idle infantry near base defense until we have enough force, then push toward enemy at (95,11).\",\"notes\":\"Enemy at (95,11). Weap near done -> build 2tnk once ready. Keep training e3/e1, mass army before attacking. Watch power.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2316, "completion_tokens": 184, "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": 0.006472, "upstream_inference_prompt_cost": 0.004632, "upstream_inference_completions_cost": 0.00184}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Weap almost done, keep training e3s and let proc build. Group idle infantry near base defense until we have enough force, then push toward enemy at (95,11).", "notes": "Enemy at (95,11). Weap near done -> build 2tnk once ready. Keep training e3/e1, mass army before attacking. Watch power.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10900, "army_value": 1500, "income": 4225, "experience": 24, "order_count": 74}}
{"tick": 8401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $526 (storage 4000), power 100 made / 130 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11400, army $3100, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26.5%.\nPRODUCTION: Building: powr 65%; Vehicle: harv 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 43%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #165@(39,25) #175@(85,16)* #185@(92,14)*\n  harv (Ore Truck (harvester)) x2: #133@(103,24) #182@(106,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - attack_move: 1 units\n  - train 2x 1tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16) far west. powr finishing. Exploring with e3 #165 westward. Need a second powr and fix after.", "raw": "{\"thoughts\": \"I'm at $0 cash with low power (100/130), so production is stalled. Power plant is at 65% - let it finish and place it ASAP. Keep harvesters mining to rebuild economy; continue scouting west with the lone e3. Too many units queued but nothing to do about it until cash returns.\", \"notes\": \"Enemy likely far west at (12,16). powr finishing (65%) - place it next turn. Harvesters #133 #182 mining. e3 #165 scouting west. After power: build second proc/harv and fix.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"attack_move\",\"units\":[165],\"x\":25,\"y\":20},{\"do\":\"rally\",\"building\":150,\"x\":92,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":94,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1669, "completion_tokens": 958, "total_tokens": 2627, "cost": 0.001424508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001424508, "upstream_inference_prompt_cost": 0.000274908, "upstream_inference_completions_cost": 0.0011496}, "completion_tokens_details": {"reasoning_tokens": 756, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.57, "thoughts": "I'm at $0 cash with low power (100/130), so production is stalled. Power plant is at 65% - let it finish and place it ASAP. Keep harvesters mining to rebuild economy; continue scouting west with the lone e3. Too many units queued but nothing to do about it until cash returns.", "notes": "Enemy likely far west at (12,16). powr finishing (65%) - place it next turn. Harvesters #133 #182 mining. e3 #165 scouting west. After power: build second proc/harv and fix.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "attack_move", "units": [165], "x": 25, "y": 20}, {"do": "rally", "building": 150, "x": 92, "y": 15}, {"do": "rally", "building": 134, "x": 94, "y": 12}], "feedback": ["attack_move: 1 units", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 3000, "experience": 62, "order_count": 63}}
{"tick": 8601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $371 (storage 2000), power 498 made / 100 used, harvesters 2.\nSCORE: assets $10900, army $3600, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 77%; Building: proc 0%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x2: #183@(13,18)* #184@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(14,20)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Weap near done -> build 2tnk once ready. Keep training e3/e1, mass army before attacking. Watch power.", "raw": "{\"thoughts\":\"War factory almost done, second proc queued. Keep training rockets, group idle infantry near base for defense until tanks ready.\",\"notes\":\"Enemy at (95,11). Once weap done, build 2tnk. Keep massing e3/e1 near base, then attack together once we have 10+ units.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2284, "completion_tokens": 169, "total_tokens": 2453, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006258, "upstream_inference_prompt_cost": 0.004568, "upstream_inference_completions_cost": 0.00169}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "War factory almost done, second proc queued. Keep training rockets, group idle infantry near base for defense until tanks ready.", "notes": "Enemy at (95,11). Once weap done, build 2tnk. Keep massing e3/e1 near base, then attack together once we have 10+ units.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 10 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 10900, "army_value": 1500, "income": 4400, "experience": 24, "order_count": 74}}
{"tick": 8601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $196 (storage 4000), power 100 made / 130 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11400, army $3100, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 26.6%.\nPRODUCTION: Building: powr READY TO PLACE; Vehicle: harv 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 81%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #165@(29,22) #175@(85,16)* #185@(92,14)*\n  harv (Ore Truck (harvester)) x2: #133@(102,20) #182@(106,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely far west at (12,16). powr finishing (65%) - place it next turn. Harvesters #133 #182 mining. e3 #165 scouting west. After power: build second proc/harv and fix.", "raw": "{\"thoughts\": \"Low power is crippling production; place the ready powr immediately, then queue another proc to grow economy. Keep harvesters mining and all queues busy. Continue scouting west toward the enemy start.\",\"notes\": \"Placed powr. Building proc next. Harvesters #133/#182 mining south-east. e3 #165 scouting west at (29,22). Enemy start likely (12,16). Keep all queues running.\",\"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":93,\"y\":13},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1663, "completion_tokens": 458, "total_tokens": 2121, "cost": 0.000822708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000822708, "upstream_inference_prompt_cost": 0.000273108, "upstream_inference_completions_cost": 0.0005496}, "completion_tokens_details": {"reasoning_tokens": 280, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.17, "thoughts": "Low power is crippling production; place the ready powr immediately, then queue another proc to grow economy. Keep harvesters mining and all queues busy. Continue scouting west toward the enemy start.", "notes": "Placed powr. Building proc next. Harvesters #133/#182 mining south-east. e3 #165 scouting west at (29,22). Enemy start likely (12,16). Keep all queues running.", "commands": [{"do": "place", "item": "powr", "x": 93, "y": 13}, {"do": "build", "item": "proc"}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "rally", "building": 150, "x": 85, "y": 20}, {"do": "rally", "building": 134, "x": 90, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 11400, "army_value": 1000, "income": 3000, "experience": 62, "order_count": 63}}
{"tick": 8801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $281 (storage 2000), power 498 made / 100 used, harvesters 2.\nSCORE: assets $11200, army $3900, killed $2400 (14 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.8%.\nPRODUCTION: Building: weap 94%; Building: proc 0%; Infantry: e3 70%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x3: #183@(13,18)* #184@(15,19)* #189@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(14,20)67% #142@(6,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 10 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Once weap done, build 2tnk. Keep massing e3/e1 near base, then attack together once we have 10+ units.", "raw": "{\"thoughts\":\"Weap almost done, proc queued. Keep training e3, group idle infantry together, prepare for push once weap/proc finish.\",\"notes\":\"Enemy at (95,11). Once weap done, build 2tnk x4-6, then attack with full army (e1+e3+tanks) toward enemy base. Keep harvester safe, keep power up.\",\"commands\":[\n{\"do\":\"move\",\"units\":[\"idle_army\"],\"x\":15,\"y\":18},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2282, "completion_tokens": 214, "total_tokens": 2496, "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": 0.006704, "upstream_inference_prompt_cost": 0.004564, "upstream_inference_completions_cost": 0.00214}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.85, "thoughts": "Weap almost done, proc queued. Keep training e3, group idle infantry together, prepare for push once weap/proc finish.", "notes": "Enemy at (95,11). Once weap done, build 2tnk x4-6, then attack with full army (e1+e3+tanks) toward enemy base. Keep harvester safe, keep power up.", "commands": [{"do": "move", "units": ["idle_army"], "x": 15, "y": 18}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["move: no valid unit ids of yours", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2400, "deaths_cost": 6200, "units_killed": 14, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11200, "army_value": 1800, "income": 5000, "experience": 24, "order_count": 74}}
{"tick": 8801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $110 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4500, killed $6200 (4 units, 2 bldgs), lost $2400 (14 units, 0 bldgs). Map explored 27.1%.\nPRODUCTION: Building: proc 13%; Vehicle: 1tnk 19%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 46%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #165@(25,20)* #175@(85,16)* #185@(92,14)* #187@(90,13)\n  harv (Ore Truck (harvester)) x3: #133@(100,18) #182@(99,16) #188@(85,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Placed powr. Building proc next. Harvesters #133/#182 mining south-east. e3 #165 scouting west at (29,22). Enemy start likely (12,16). Keep all queues running.", "raw": "{\"thoughts\": \"Cash is $0, all queues are already busy, so my only job this turn is to get the three harvesters mining again and keep scouting toward the likely enemy start at (12,16). Existing rocket soldiers will hold near the base to defend against raids.\", \"notes\": \"Harvesters re-tasked to mine near refineries (99,15)/(98,11). e3 #165 continues scouting west toward enemy start (12,16). Queues full; next priority when cash frees up: 2nd proc/war factory and Medium Tanks (need a Service Depot soon).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 133}, {\"do\": \"harvest\", \"unit\": 182}, {\"do\": \"harvest\", \"unit\": 188}, {\"do\": \"move\", \"units\": [165], \"x\": 14, \"y\": 17}, {\"do\": \"attack_move\", \"units\": [175, 185, 187], \"x\": 90, \"y\": 14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1678, "completion_tokens": 606, "total_tokens": 2284, "cost": 0.001004808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001004808, "upstream_inference_prompt_cost": 0.000277608, "upstream_inference_completions_cost": 0.0007272}, "completion_tokens_details": {"reasoning_tokens": 375, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.13, "thoughts": "Cash is $0, all queues are already busy, so my only job this turn is to get the three harvesters mining again and keep scouting toward the likely enemy start at (12,16). Existing rocket soldiers will hold near the base to defend against raids.", "notes": "Harvesters re-tasked to mine near refineries (99,15)/(98,11). e3 #165 continues scouting west toward enemy start (12,16). Queues full; next priority when cash frees up: 2nd proc/war factory and Medium Tanks (need a Service Depot soon).", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "move", "units": [165], "x": 14, "y": 17}, {"do": "attack_move", "units": [175, 185, 187], "x": 90, "y": 14}], "feedback": ["move: 1 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2400, "units_killed": 4, "units_lost": 14, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 3500, "experience": 62, "order_count": 65}}
{"tick": 9001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:00 (tick 9001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 100 used, harvesters 2.\nSCORE: assets $11500, army $4200, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 8.9%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x4: #183@(13,18)* #184@(15,19)* #189@(15,19)* #190@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(21,9)67% #142@(7,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: no valid unit ids of yours\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Once weap done, build 2tnk x4-6, then attack with full army (e1+e3+tanks) toward enemy base. Keep harvester safe, keep power up.", "raw": "{\"thoughts\":\"Place war factory, keep building economy and army. Group idle infantry to defend/prepare for attack once tanks ready.\",\"notes\":\"Enemy at (95,11). Place weap, build proc for 2nd refinery, train tanks once weap ready. Gather e1+e3 army at base, wait for 2tnk before attacking.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2350, "completion_tokens": 178, "total_tokens": 2528, "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": 0.00648, "upstream_inference_prompt_cost": 0.0047, "upstream_inference_completions_cost": 0.00178}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Place war factory, keep building economy and army. Group idle infantry to defend/prepare for attack once tanks ready.", "notes": "Enemy at (95,11). Place weap, build proc for 2nd refinery, train tanks once weap ready. Gather e1+e3 army at base, wait for 2tnk before attacking.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 2x e3: queued", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11500, "army_value": 2100, "income": 4500, "experience": 27, "order_count": 77}}
{"tick": 9001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:00 (tick 9001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4500, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 28.7%.\nPRODUCTION: Building: proc 28%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 13%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #175@(90,14)* #185@(90,14)* #187@(90,14)* #191@(91,10)\n  harv (Ore Truck (harvester)) x3: #133@(99,26) #182@(99,25) #188@(80,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Harvesters re-tasked to mine near refineries (99,15)/(98,11). e3 #165 continues scouting west toward enemy start (12,16). Queues full; next priority when cash frees up: 2nd proc/war factory and Medium Tanks (need a Service Depot soon).", "raw": "{\"thoughts\": \"Cash is $0 so all queues just need to keep running; income is the bottleneck. I'll push my rocket soldiers west to scout toward the enemy start (12,16) and re-task the stray harvester to mine.\", \"notes\": \"6:00. 4x e3 sent west as scout probe toward enemy (12,16); keep them alive to gather intel. harv #188 re-tasked to mine. Queues full (proc 28%, 1tnk 48%, many e1/e3). When cash frees: build fix (Service Depot) then more proc/war factory; want Medium Tanks (2tnk). Watch for enemy push from west.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [175, 185, 187, 191], \"x\": 55, \"y\": 16}, {\"do\": \"harvest\", \"unit\": 188}, {\"do\": \"rally\", \"building\": 134, \"x\": 90, \"y\": 16}, {\"do\": \"rally\", \"building\": 150, \"x\": 90, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1666, "completion_tokens": 1312, "total_tokens": 2978, "cost": 0.001848408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001848408, "upstream_inference_prompt_cost": 0.000274008, "upstream_inference_completions_cost": 0.0015744}, "completion_tokens_details": {"reasoning_tokens": 1061, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.91, "thoughts": "Cash is $0 so all queues just need to keep running; income is the bottleneck. I'll push my rocket soldiers west to scout toward the enemy start (12,16) and re-task the stray harvester to mine.", "notes": "6:00. 4x e3 sent west as scout probe toward enemy (12,16); keep them alive to gather intel. harv #188 re-tasked to mine. Queues full (proc 28%, 1tnk 48%, many e1/e3). When cash frees: build fix (Service Depot) then more proc/war factory; want Medium Tanks (2tnk). Watch for enemy push from west.", "commands": [{"do": "attack_move", "units": [175, 185, 187, 191], "x": 55, "y": 16}, {"do": "harvest", "unit": 188}, {"do": "rally", "building": 134, "x": 90, "y": 16}, {"do": "rally", "building": 150, "x": 90, "y": 16}], "feedback": ["attack_move: 4 units", "rally #134: ordered", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 3500, "experience": 62, "order_count": 65}}
{"tick": 9201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:08 (tick 9201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $302 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $13500, army $4200, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 9%.\nPRODUCTION: Building: proc 7%; Infantry: e3 56%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x4: #183@(13,18)* #184@(15,19)* #189@(15,19)* #190@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(24,8)67% #142@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place weap: ordered (auto-relocated near base if the spot was invalid)\n  - train 2x e3: queued\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Place weap, build proc for 2nd refinery, train tanks once weap ready. Gather e1+e3 army at base, wait for 2tnk before attacking.", "raw": "{\"thoughts\":\"War factory ready, start producing tanks. Keep infantry grouped defensively while economy builds up. Second proc is underway.\",\"notes\":\"Enemy at (95,11). Building 2nd proc, training e3s and starting tank production from weap. Gather army at base (12,16) until 8+ tanks/infantry ready, then attack_move to enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2508, "completion_tokens": 237, "total_tokens": 2745, "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": 0.005016, "upstream_inference_completions_cost": 0.00237}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.8, "thoughts": "War factory ready, start producing tanks. Keep infantry grouped defensively while economy builds up. Second proc is underway.", "notes": "Enemy at (95,11). Building 2nd proc, training e3s and starting tank production from weap. Gather army at base (12,16) until 8+ tanks/infantry ready, then attack_move to enemy base.", "commands": [{"do": "train", "item": "2tnk", "count": 3}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 3x 2tnk: queued", "stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13500, "army_value": 2100, "income": 4500, "experience": 27, "order_count": 80}}
{"tick": 9201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:08 (tick 9201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4500, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 29%.\nPRODUCTION: Building: proc 28%; Vehicle: 1tnk 48%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 13%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #175@(80,14) #185@(79,14) #187@(80,14) #191@(81,11)\n  harv (Ore Truck (harvester)) x3: #133@(99,20) #182@(103,25) #188@(82,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #134: ordered\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: 6:00. 4x e3 sent west as scout probe toward enemy (12,16); keep them alive to gather intel. harv #188 re-tasked to mine. Queues full (proc 28%, 1tnk 48%, many e1/e3). When cash frees: build fix (Service Depot) then more proc/war factory; want Medium Tanks (2tnk). Watch for enemy push from west.", "raw": "{\"thoughts\": \"Cash is $0 so no new starts possible; queues are already full. My 4 rocket soldiers are probing west with no contact yet. I'll push the scout group further west toward the enemy start to find their base, and keep everything producing.\", \"notes\": \"6:08. $0 cash, all queues full. 4x e3 (#175,#185,#187,#191) scouting west/southwest toward enemy (12,16). Next when cash arrives: Service Depot (fix) then 2tnk Medium Tanks, plus 2nd proc.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[175,185,187,191],\"x\":60,\"y\":16}, {\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":16}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1702, "completion_tokens": 430, "total_tokens": 2132, "cost": 0.000800808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000800808, "upstream_inference_prompt_cost": 0.000284808, "upstream_inference_completions_cost": 0.000516}, "completion_tokens_details": {"reasoning_tokens": 242, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.55, "thoughts": "Cash is $0 so no new starts possible; queues are already full. My 4 rocket soldiers are probing west with no contact yet. I'll push the scout group further west toward the enemy start to find their base, and keep everything producing.", "notes": "6:08. $0 cash, all queues full. 4x e3 (#175,#185,#187,#191) scouting west/southwest toward enemy (12,16). Next when cash arrives: Service Depot (fix) then 2tnk Medium Tanks, plus 2nd proc.", "commands": [{"do": "attack_move", "units": [175, 185, 187, 191], "x": 60, "y": 16}, {"do": "rally", "building": 150, "x": 85, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 13}], "feedback": ["attack_move: 4 units", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 3500, "experience": 62, "order_count": 65}}
{"tick": 9401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:16 (tick 9401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 130 used, harvesters 2.\nSCORE: assets $13500, army $4200, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 9.1%.\nPRODUCTION: Building: proc 14%; Vehicle: 2tnk 11%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x4: #183@(13,18)* #184@(15,19)* #189@(15,19)* #190@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(20,15)67% #142@(4,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 3x 2tnk: queued\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building 2nd proc, training e3s and starting tank production from weap. Gather army at base (12,16) until 8+ tanks/infantry ready, then attack_move to enemy base.", "raw": "{\"thoughts\":\"Production is progressing well - building 2nd proc, tanks and infantry queued. Wait for army to build up before attacking. Keep infantry grouped defensively for now.\",\"notes\":\"Enemy at (95,11). Building 2nd proc, training e3s and tanks from weap. Gather army at base (12,16) until 8+ tanks ready, then attack_move to enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2537, "completion_tokens": 227, "total_tokens": 2764, "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": 0.007344, "upstream_inference_prompt_cost": 0.005074, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.95, "thoughts": "Production is progressing well - building 2nd proc, tanks and infantry queued. Wait for army to build up before attacking. Keep infantry grouped defensively for now.", "notes": "Enemy at (95,11). Building 2nd proc, training e3s and tanks from weap. Gather army at base (12,16) until 8+ tanks ready, then attack_move to enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13500, "army_value": 2100, "income": 4000, "experience": 27, "order_count": 83}}
{"tick": 9401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:16 (tick 9401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4500, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 40%; Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 69%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x4: #175@(70,15) #185@(69,15) #187@(70,15) #191@(71,12)\n  harv (Ore Truck (harvester)) x3: #133@(100,20) #182@(100,18) #188@(93,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: 6:08. $0 cash, all queues full. 4x e3 (#175,#185,#187,#191) scouting west/southwest toward enemy (12,16). Next when cash arrives: Service Depot (fix) then 2tnk Medium Tanks, plus 2nd proc.", "raw": "{\"thoughts\": \"Cash is $0 but all queues are full and producing well, with 3 harvesters and 2 refineries. My 4 rocket soldiers are pushing west toward the enemy start (12,16). I'll keep them scouting while harvesters stay on ore, and hold the queues running.\", \"notes\": \"6:16. $0 cash. 4 e3 scouting west toward (12,16). Queues full: Building proc nearing done, Vehicle 1tnk, Infantry e3/e1. Next cash: Service Depot then 2tnk Medium Tanks. Keep harvesters mining.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[175,185,187,191],\"x\":50,\"y\":16},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"rally\",\"building\":150,\"x\":80,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1674, "completion_tokens": 717, "total_tokens": 2391, "cost": 0.001136808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001136808, "upstream_inference_prompt_cost": 0.000276408, "upstream_inference_completions_cost": 0.0008604}, "completion_tokens_details": {"reasoning_tokens": 497, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.19, "thoughts": "Cash is $0 but all queues are full and producing well, with 3 harvesters and 2 refineries. My 4 rocket soldiers are pushing west toward the enemy start (12,16). I'll keep them scouting while harvesters stay on ore, and hold the queues running.", "notes": "6:16. $0 cash. 4 e3 scouting west toward (12,16). Queues full: Building proc nearing done, Vehicle 1tnk, Infantry e3/e1. Next cash: Service Depot then 2tnk Medium Tanks. Keep harvesters mining.", "commands": [{"do": "attack_move", "units": [175, 185, 187, 191], "x": 50, "y": 16}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "rally", "building": 150, "x": 80, "y": 14}, {"do": "rally", "building": 134, "x": 80, "y": 14}], "feedback": ["attack_move: 4 units", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 3500, "experience": 62, "order_count": 65}}
{"tick": 9601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:24 (tick 9601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 130 used, harvesters 2.\nSCORE: assets $13500, army $4200, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 9.1%.\nPRODUCTION: Building: proc 14%; Vehicle: 2tnk 11%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 91%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,18)* #177@(15,18)* #178@(15,18)*\n  e3 (Rocket Soldier) x4: #183@(13,18)* #184@(15,19)* #189@(15,19)* #190@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(10,20)67% #142@(8,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building 2nd proc, training e3s and tanks from weap. Gather army at base (12,16) until 8+ tanks ready, then attack_move to enemy base.", "raw": "{\"thoughts\":\"Economy stable, keep producing tanks and infantry, mass units near base before attacking. Enemy still unseen; hold position until we have 8+ tanks.\",\"notes\":\"Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2516, "completion_tokens": 223, "total_tokens": 2739, "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": 0.007262, "upstream_inference_prompt_cost": 0.005032, "upstream_inference_completions_cost": 0.00223}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.71, "thoughts": "Economy stable, keep producing tanks and infantry, mass units near base before attacking. Enemy still unseen; hold position until we have 8+ tanks.", "notes": "Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["stance: 12 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13500, "army_value": 2100, "income": 4000, "experience": 27, "order_count": 83}}
{"tick": 9601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:24 (tick 9601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $146 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $13400, army $4800, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 53%; Vehicle: 1tnk 97%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 83%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x5: #175@(64,23) #185@(64,23) #187@(64,23) #191@(64,20) #193@(92,9)\n  harv (Ore Truck (harvester)) x3: #133@(103,26) #182@(102,20) #188@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: 6:16. $0 cash. 4 e3 scouting west toward (12,16). Queues full: Building proc nearing done, Vehicle 1tnk, Infantry e3/e1. Next cash: Service Depot then 2tnk Medium Tanks. Keep harvesters mining.", "raw": "{\"thoughts\": \"Cash is $0 so production is bottlenecked on income; queues are already full. Keep the 3 harvesters mining and push the 4 rocket soldiers west to locate the enemy base at ~(12,16). The spare rocket soldier stays near base for defense.\", \"notes\": \"6:24 $0. 4 e3 scouting west to (12,16). Harvester group mining SE ore. Building: proc (then Service Depot -> 2tnk). Watch for enemy contact.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[175,185,187,191],\"x\":30,\"y\":22},{\"do\":\"move\",\"units\":[193],\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 509, "total_tokens": 2181, "cost": 0.000886608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000886608, "upstream_inference_prompt_cost": 0.000275808, "upstream_inference_completions_cost": 0.0006108}, "completion_tokens_details": {"reasoning_tokens": 328, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.7, "thoughts": "Cash is $0 so production is bottlenecked on income; queues are already full. Keep the 3 harvesters mining and push the 4 rocket soldiers west to locate the enemy base at ~(12,16). The spare rocket soldier stays near base for defense.", "notes": "6:24 $0. 4 e3 scouting west to (12,16). Harvester group mining SE ore. Building: proc (then Service Depot -> 2tnk). Watch for enemy contact.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [175, 185, 187, 191], "x": 30, "y": 22}, {"do": "move", "units": [193], "x": 88, "y": 12}], "feedback": ["attack_move: 4 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13400, "army_value": 1600, "income": 4150, "experience": 62, "order_count": 65}}
{"tick": 9801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:32 (tick 9801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $225 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $13800, army $4500, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 9.2%.\nPRODUCTION: Building: proc 33%; Vehicle: 2tnk 41%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 76%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(19,16)* #170@(19,16)* #172@(19,16)* #173@(15,19)* #174@(13,18)* #176@(15,19)* #177@(14,19)* #178@(16,17)*\n  e3 (Rocket Soldier) x5: #183@(13,18)* #184@(15,19)* #189@(15,19)* #190@(14,18)* #196@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(18,18)67% #142@(9,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.", "raw": "{\"thoughts\":\"Economy is fine, production is running. Gather idle infantry into a defensive group while tanks and rocket soldiers finish building. Once we have 8+ tanks, launch attack toward enemy base at (95,11).\",\"notes\":\"Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[169,170,172,173,174,176,177,178,183,184,189,190,196],\"x\":15,\"y\":17}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2563, "completion_tokens": 252, "total_tokens": 2815, "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": 0.007646, "upstream_inference_prompt_cost": 0.005126, "upstream_inference_completions_cost": 0.00252}, "completion_tokens_details": {"reasoning_tokens": 22, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.72, "thoughts": "Economy is fine, production is running. Gather idle infantry into a defensive group while tanks and rocket soldiers finish building. Once we have 8+ tanks, launch attack toward enemy base at (95,11).", "notes": "Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "move", "units": [169, 170, 172, 173, 174, 176, 177, 178, 183, 184, 189, 190, 196], "x": 15, "y": 17}], "feedback": ["stance: 13 units", "move: 13 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 13800, "army_value": 2400, "income": 5000, "experience": 27, "order_count": 86}}
{"tick": 9801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:32 (tick 9801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $14200, army $5600, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 59%; Vehicle: 1tnk 10%; Vehicle: 1tnk 0%; Infantry: e1 71%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #195@(80,14)*\n  e1 (Rifle Infantry) x1: #194@(86,10)\n  e3 (Rocket Soldier) x5: #175@(57,28) #185@(57,28) #187@(57,28) #191@(60,28) #193@(88,12)*\n  harv (Ore Truck (harvester)) x3: #133@(99,16) #182@(107,23) #188@(105,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: 6:24 $0. 4 e3 scouting west to (12,16). Harvester group mining SE ore. Building: proc (then Service Depot -> 2tnk). Watch for enemy contact.", "raw": "{\"thoughts\": \"Cash is at $0 so everything stalls until harvesters deliver ore. I'll keep the 3 harvesters mining, continue scouting west toward the likely enemy start (12,16), and queue cheap units plus prep a Service Depot for Medium Tanks once the current refinery finishes.\", \"notes\": \"6:32 $0, tight on cash. 3 harv mining SE. Scouts (e3+tank) heading west to (12,16). Building queue: proc -> then fix (Service Depot) -> 2tnk. Keep infantry queue fed with cheap e1.\", \"commands\": [{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"attack_move\",\"units\":[175,185,187,191,193,195],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1672, "completion_tokens": 922, "total_tokens": 2594, "cost": 0.001382208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001382208, "upstream_inference_prompt_cost": 0.000275808, "upstream_inference_completions_cost": 0.0011064}, "completion_tokens_details": {"reasoning_tokens": 709, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.31, "thoughts": "Cash is at $0 so everything stalls until harvesters deliver ore. I'll keep the 3 harvesters mining, continue scouting west toward the likely enemy start (12,16), and queue cheap units plus prep a Service Depot for Medium Tanks once the current refinery finishes.", "notes": "6:32 $0, tight on cash. 3 harv mining SE. Scouts (e3+tank) heading west to (12,16). Building queue: proc -> then fix (Service Depot) -> 2tnk. Keep infantry queue fed with cheap e1.", "commands": [{"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 133}, {"do": "attack_move", "units": [175, 185, 187, 191, 193, 195], "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 3}, {"do": "train", "item": "1tnk", "count": 1}], "feedback": ["attack_move: 6 units", "train 3x e1: queued", "train 1x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14200, "army_value": 2400, "income": 4300, "experience": 62, "order_count": 65}}
{"tick": 10001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:40 (tick 10001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 130 used, harvesters 2.\nSCORE: assets $14100, army $4800, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 9.2%.\nPRODUCTION: Building: proc 38%; Vehicle: 2tnk 50%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(15,18)* #170@(15,18)* #172@(15,18)* #173@(16,18)* #174@(14,19)* #176@(16,19)* #177@(14,18)* #178@(14,18)*\n  e3 (Rocket Soldier) x6: #183@(15,19)* #184@(15,19)* #189@(15,19)* #190@(14,19)* #196@(14,18)* #197@(14,18)*\n  harv (Ore Truck (harvester)) x2: #130@(23,7)67% #142@(4,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 13 units\n  - move: 13 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Building 2nd proc, weap producing 2tnk x3, tent producing e3s. Gather army at (15,17) until 8+ tanks then attack_move to enemy base.", "raw": "{\"thoughts\":\"Solid infantry force idle at base; let's mass them and start moving toward enemy while tanks finish. Keep production queues going.\",\"notes\":\"Enemy at (95,11). Mass infantry+tanks at (15,17), attack_move toward enemy once 2tnk done. Keep building 2nd proc, e3s, tanks.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":40,\"y\":13}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2558, "completion_tokens": 231, "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": 0.007426, "upstream_inference_prompt_cost": 0.005116, "upstream_inference_completions_cost": 0.00231}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.51, "thoughts": "Solid infantry force idle at base; let's mass them and start moving toward enemy while tanks finish. Keep production queues going.", "notes": "Enemy at (95,11). Mass infantry+tanks at (15,17), attack_move toward enemy once 2tnk done. Keep building 2nd proc, e3s, tanks.", "commands": [{"do": "stance", "units": "idle_army", "stance": "attack_anything"}, {"do": "attack_move", "units": "idle_army", "x": 40, "y": 13}], "feedback": ["stance: 14 units", "attack_move: 14 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14100, "army_value": 2700, "income": 4000, "experience": 27, "order_count": 86}}
{"tick": 10001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:40 (tick 10001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $14400, army $5800, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 29.7%.\nPRODUCTION: Building: proc 71%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 35%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #195@(64,25)\n  e1 (Rifle Infantry) x3: #194@(80,14)* #198@(88,9) #199@(91,9)\n  e3 (Rocket Soldier) x5: #175@(48,25) #185@(47,25) #187@(48,25) #191@(50,26) #193@(79,14)\n  harv (Ore Truck (harvester)) x3: #133@(105,22) #182@(99,16) #188@(102,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - train 3x e1: queued\n  - train 1x 1tnk: queued\nYOUR NOTES FROM LAST TURN: 6:32 $0, tight on cash. 3 harv mining SE. Scouts (e3+tank) heading west to (12,16). Building queue: proc -> then fix (Service Depot) -> 2tnk. Keep infantry queue fed with cheap e1.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; focus on keeping harvesters mining and pushing my scout group west toward the likely enemy base (12,16). Building queue already working on a refinery.\",\"notes\": \"6:40 $0, 3 harv mining SE. Building: proc ~71% -> then fix. Army pushing west toward (12,16). Keep infantry/vehicle queues fed when cash returns.\",\"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[195,175,185,187,191,193,198,199],\"x\":30,\"y\":20},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1734, "completion_tokens": 463, "total_tokens": 2197, "cost": 0.000850008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000850008, "upstream_inference_prompt_cost": 0.000294408, "upstream_inference_completions_cost": 0.0005556}, "completion_tokens_details": {"reasoning_tokens": 297, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.38, "thoughts": "Cash is $0 so production is stalled; focus on keeping harvesters mining and pushing my scout group west toward the likely enemy base (12,16). Building queue already working on a refinery.", "notes": "6:40 $0, 3 harv mining SE. Building: proc ~71% -> then fix. Army pushing west toward (12,16). Keep infantry/vehicle queues fed when cash returns.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [195, 175, 185, 187, 191, 193, 198, 199], "x": 30, "y": 20}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 8 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14400, "army_value": 2600, "income": 4300, "experience": 62, "order_count": 69}}
{"tick": 10201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:48 (tick 10201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 498 made / 130 used, harvesters 2.\nSCORE: assets $14100, army $4800, killed $2700 (15 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 10.2%.\nPRODUCTION: Building: proc 38%; Vehicle: 2tnk 50%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(24,13) #170@(23,14) #172@(24,13) #173@(25,13) #174@(23,14) #176@(24,13) #177@(24,18) #178@(25,18)\n  e3 (Rocket Soldier) x6: #183@(24,14) #184@(23,14) #189@(23,14) #190@(23,15) #196@(25,18) #197@(24,18)\n  harv (Ore Truck (harvester)) x2: #130@(21,10)67% #142@(9,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 14 units\n  - attack_move: 14 units\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Mass infantry+tanks at (15,17), attack_move toward enemy once 2tnk done. Keep building 2nd proc, e3s, tanks.", "raw": "{\"thoughts\":\"Economy is fine, keep producing tanks and infantry, and push my current army toward the enemy base gradually while reinforcements build up.\",\"notes\":\"Enemy at (95,11). Army group at (23-25,13-18) with 8 e1 + 6 e3, heading toward enemy. Keep training 2tnk and e3, building 2nd proc. Push attack_move once more tanks ready.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":60,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2541, "completion_tokens": 227, "total_tokens": 2768, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007352, "upstream_inference_prompt_cost": 0.005082, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.44, "thoughts": "Economy is fine, keep producing tanks and infantry, and push my current army toward the enemy base gradually while reinforcements build up.", "notes": "Enemy at (95,11). Army group at (23-25,13-18) with 8 e1 + 6 e3, heading toward enemy. Keep training 2tnk and e3, building 2nd proc. Push attack_move once more tanks ready.", "commands": [{"do": "attack_move", "units": "all_army", "x": 60, "y": 13}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 14 units", "train 3x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 6200, "units_killed": 15, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14100, "army_value": 2700, "income": 4000, "experience": 27, "order_count": 86}}
{"tick": 10201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:48 (tick 10201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 $314 (storage 4000), power 200 made / 130 used, harvesters 3.\nSCORE: assets $14600, army $6000, killed $6200 (4 units, 2 bldgs), lost $2700 (15 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Building: proc 88%; Building: powr 0%; Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 63%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #195@(44,25)\n  e1 (Rifle Infantry) x5: #194@(80,14)* #198@(80,14) #199@(83,14) #200@(89,9) #201@(92,9)\n  e3 (Rocket Soldier) x5: #175@(38,21) #185@(38,21) #187@(38,21) #191@(40,23) #193@(71,22)\n  harv (Ore Truck (harvester)) x3: #133@(107,24) #182@(105,22) #188@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: 6:40 $0, 3 harv mining SE. Building: proc ~71% -> then fix. Army pushing west toward (12,16). Keep infantry/vehicle queues fed when cash returns.", "raw": "{\"thoughts\": \"Cash is drained ($0) so production is stalled until harvesters deliver; keep all 3 harvesters mining. My western push group (tank + rockets) has no contact yet, so continue it toward the enemy start at (12,16). Base infantry hold position to guard.\", \"notes\": \"6:48 $0, 3 harv mining. proc 88% in building queue -> place next turn. Western group (195 tank + rockets 175/185/187/191/193) pushing to enemy start (12,16). Base e1 (194/198/199/200/201) stay guarding. Queue fix/weap once cash returns.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"attack_move\",\"units\":[195,175,185,187,191,193],\"x\":16,\"y\":16},{\"do\":\"stance\",\"units\":[194,198,199,200,201],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1709, "completion_tokens": 1253, "total_tokens": 2962, "cost": 0.001790508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001790508, "upstream_inference_prompt_cost": 0.000286908, "upstream_inference_completions_cost": 0.0015036}, "completion_tokens_details": {"reasoning_tokens": 1025, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.47, "thoughts": "Cash is drained ($0) so production is stalled until harvesters deliver; keep all 3 harvesters mining. My western push group (tank + rockets) has no contact yet, so continue it toward the enemy start at (12,16). Base infantry hold position to guard.", "notes": "6:48 $0, 3 harv mining. proc 88% in building queue -> place next turn. Western group (195 tank + rockets 175/185/187/191/193) pushing to enemy start (12,16). Base e1 (194/198/199/200/201) stay guarding. Queue fix/weap once cash returns.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "attack_move", "units": [195, 175, 185, 187, 191, 193], "x": 16, "y": 16}, {"do": "stance", "units": [194, 198, 199, 200, 201], "stance": "defend"}], "feedback": ["attack_move: 6 units", "stance: 5 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 2700, "units_killed": 4, "units_lost": 15, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14600, "army_value": 2800, "income": 5300, "experience": 62, "order_count": 70}}
{"tick": 10401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 6:56 (tick 10401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (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 $76 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $14100, army $4800, killed $4300 (19 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 11.3%.\nPRODUCTION: Building: proc 48%; Vehicle: 2tnk 67%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(29,17) #170@(28,17) #172@(29,17)64% #173@(29,17)93% #174@(28,19) #176@(29,17)98% #177@(29,22)98% #178@(29,22)80%\n  e3 (Rocket Soldier) x6: #183@(28,17) #184@(28,17) #189@(28,19) #190@(27,18) #196@(29,21)73% #197@(28,21)\n  harv (Ore Truck (harvester)) x2: #130@(19,19)67% #142@(10,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 3x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group at (23-25,13-18) with 8 e1 + 6 e3, heading toward enemy. Keep training 2tnk and e3, building 2nd proc. Push attack_move once more tanks ready.", "raw": "{\"thoughts\":\"Continue advancing infantry toward enemy base while production continues. Keep training more units.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}],\"notes\":\"Enemy at (95,11). Army pushing toward enemy base. Keep training 2tnk and e3, building 2nd proc. Send harvesters back to mine if idle.\"}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2651, "completion_tokens": 168, "total_tokens": 2819, "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": 0.006982, "upstream_inference_prompt_cost": 0.005302, "upstream_inference_completions_cost": 0.00168}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Continue advancing infantry toward enemy base while production continues. Keep training more units.", "notes": "Enemy at (95,11). Army pushing toward enemy base. Keep training 2tnk and e3, building 2nd proc. Send harvesters back to mine if idle.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 14 units", "train 3x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 6200, "units_killed": 19, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14100, "army_value": 2700, "income": 4500, "experience": 43, "order_count": 91}}
{"tick": 10401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 6:56 (tick 10401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, faction 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 200 made / 130 used, harvesters 3.\nSCORE: assets $13100, army $4500, killed $6200 (4 units, 2 bldgs), lost $4300 (19 units, 0 bldgs). Map explored 30.2%.\nPRODUCTION: Building: proc 95%; Building: powr 0%; Vehicle: 1tnk 81%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #194@(80,14)* #198@(72,20) #199@(74,18) #200@(80,14) #201@(82,12) #202@(87,9)\n  e3 (Rocket Soldier) x2: #191@(34,22) #193@(62,27)\n  harv (Ore Truck (harvester)) x3: #133@(101,18) #182@(103,25) #188@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 5 units\nYOUR NOTES FROM LAST TURN: 6:48 $0, 3 harv mining. proc 88% in building queue -> place next turn. Western group (195 tank + rockets 175/185/187/191/193) pushing to enemy start (12,16). Base e1 (194/198/199/200/201) stay guarding. Queue fix/weap once cash returns.", "raw": "{\"thoughts\": \"My western attack group was wiped (lost $4300) and cash is at $0, so I must rebuild the economy first. The proc is nearly done and a powr is queued; I'll add a second war factory after that and rally new units to a staging point near the base instead of feeding them piecemeal to the enemy at (12,16). The two surviving rocket soldiers should pull back and regroup.\", \"notes\": \"6:56 $0, 3 harv mining, proc 95% -> place next turn, powr queued then weap. Attack force destroyed; rebuilding. Rally weap/tent to (88-90,14-18). E3 survivors #191/#193 retreating to regroup. Enemy start ~(12,16); do NOT attack until 8+ tanks/rockets assembled.\", \"commands\": [{\"do\": \"rally\", \"building\": 150, \"x\": 88, \"y\": 18}, {\"do\": \"rally\", \"building\": 134, \"x\": 90, \"y\": 14}, {\"do\": \"move\", \"units\": [191, 193], \"x\": 86, \"y\": 16}, {\"do\": \"build\", \"item\": \"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1702, "completion_tokens": 1708, "total_tokens": 3410, "cost": 0.002334408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002334408, "upstream_inference_prompt_cost": 0.000284808, "upstream_inference_completions_cost": 0.0020496}, "completion_tokens_details": {"reasoning_tokens": 1436, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 9.97, "thoughts": "My western attack group was wiped (lost $4300) and cash is at $0, so I must rebuild the economy first. The proc is nearly done and a powr is queued; I'll add a second war factory after that and rally new units to a staging point near the base instead of feeding them piecemeal to the enemy at (12,16). The two surviving rocket soldiers should pull back and regroup.", "notes": "6:56 $0, 3 harv mining, proc 95% -> place next turn, powr queued then weap. Attack force destroyed; rebuilding. Rally weap/tent to (88-90,14-18). E3 survivors #191/#193 retreating to regroup. Enemy start ~(12,16); do NOT attack until 8+ tanks/rockets assembled.", "commands": [{"do": "rally", "building": 150, "x": 88, "y": 18}, {"do": "rally", "building": 134, "x": 90, "y": 14}, {"do": "move", "units": [191, 193], "x": 86, "y": 16}, {"do": "build", "item": "weap"}], "feedback": ["rally #150: ordered", "rally #134: ordered", "move: 2 units", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 4300, "units_killed": 4, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13100, "army_value": 1300, "income": 5300, "experience": 62, "order_count": 70}}
{"tick": 10601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:04 (tick 10601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $335 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $14100, army $4800, killed $4300 (19 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 13.1%.\nPRODUCTION: Building: proc 54%; Vehicle: 2tnk 76%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(37,25) #170@(36,25) #172@(37,25)64% #173@(36,24)93% #174@(36,26) #176@(36,24)98% #177@(38,24)98% #178@(38,24)80%\n  e3 (Rocket Soldier) x6: #183@(36,25) #184@(36,25) #189@(36,26) #190@(36,26) #196@(37,24)73% #197@(38,24)\n  harv (Ore Truck (harvester)) x2: #130@(10,20)67% #142@(5,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 3x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army pushing toward enemy base. Keep training 2tnk and e3, building 2nd proc. Send harvesters back to mine if idle.", "raw": "{\"thoughts\":\"Continue pushing army toward enemy base, keep production rolling, and get idle harvester mining.\",\"notes\":\"Enemy at (95,11). Army pushing toward enemy base via (36,25) area. Keep training 2tnk and e3. Build 2nd proc. Harvester #142 idle, send to mine.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2691, "completion_tokens": 195, "total_tokens": 2886, "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": 0.007332, "upstream_inference_prompt_cost": 0.005382, "upstream_inference_completions_cost": 0.00195}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.66, "thoughts": "Continue pushing army toward enemy base, keep production rolling, and get idle harvester mining.", "notes": "Enemy at (95,11). Army pushing toward enemy base via (36,25) area. Keep training 2tnk and e3. Build 2nd proc. Harvester #142 idle, send to mine.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "harvest", "unit": 142}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 14 units", "train 3x 2tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 6200, "units_killed": 19, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14100, "army_value": 2700, "income": 4500, "experience": 43, "order_count": 96}}
{"tick": 10601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:04 (tick 10601 of 30000; you act every 200 ticks = 8s). 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 200 made / 130 used, harvesters 3.\nSCORE: assets $13800, army $5200, killed $6200 (4 units, 2 bldgs), lost $4300 (19 units, 0 bldgs). Map explored 30.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #205@(89,17)\n  e1 (Rifle Infantry) x6: #194@(80,14)* #198@(64,27) #199@(66,24) #200@(80,14)* #201@(80,14)* #202@(80,14)*\n  e3 (Rocket Soldier) x2: #191@(44,24) #193@(69,20)\n  harv (Ore Truck (harvester)) x3: #133@(103,20) #182@(103,27) #188@(104,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - move: 2 units\n  - build weap: started\nYOUR NOTES FROM LAST TURN: 6:56 $0, 3 harv mining, proc 95% -> place next turn, powr queued then weap. Attack force destroyed; rebuilding. Rally weap/tent to (88-90,14-18). E3 survivors #191/#193 retreating to regroup. Enemy start ~(12,16); do NOT attack until 8+ tanks/rockets assembled.", "raw": "{\"thoughts\": \"Cash is $0 with 3 harvesters, so economy is the bottleneck. Place the ready refinery to boost income, regroup the scattered rocket soldiers defensively, and keep unit production queued while we cannot afford to attack.\", \"notes\": \"7:04 $0. Place proc. Weap building. E3 #191/#193 returning to base. Rally weap/tent to (88,16). No enemy visible. Rebuild tank force before attacking (12,16).\", \"commands\": [{\"do\":\"place\",\"item\":\"proc\"}, {\"do\":\"move\",\"units\":[191,193],\"x\":88,\"y\":16}, {\"do\":\"rally\",\"building\":150,\"x\":88,\"y\":16}, {\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":16}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1740, "completion_tokens": 596, "total_tokens": 2336, "cost": 0.001011408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001011408, "upstream_inference_prompt_cost": 0.000296208, "upstream_inference_completions_cost": 0.0007152}, "completion_tokens_details": {"reasoning_tokens": 395, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Cash is $0 with 3 harvesters, so economy is the bottleneck. Place the ready refinery to boost income, regroup the scattered rocket soldiers defensively, and keep unit production queued while we cannot afford to attack.", "notes": "7:04 $0. Place proc. Weap building. E3 #191/#193 returning to base. Rally weap/tent to (88,16). No enemy visible. Rebuild tank force before attacking (12,16).", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [191, 193], "x": 88, "y": 16}, {"do": "rally", "building": 150, "x": 88, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 16}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "move: 2 units", "rally #150: ordered", "rally #134: ordered", "train 2x 1tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 4300, "units_killed": 4, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 13800, "army_value": 2000, "income": 5300, "experience": 62, "order_count": 71}}
{"tick": 10801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:12 (tick 10801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $14400, army $5100, killed $4300 (19 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 15.1%.\nPRODUCTION: Building: proc 62%; Vehicle: 2tnk 89%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 12%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(47,26) #170@(47,26) #172@(48,24)64% #173@(47,24)93% #174@(46,26) #176@(46,24)98% #177@(48,26)98% #178@(48,25)80%\n  e3 (Rocket Soldier) x7: #183@(46,24) #184@(46,24) #189@(46,26) #190@(46,26) #196@(48,24)73% #197@(48,25) #208@(14,19)*\n  harv (Ore Truck (harvester)) x2: #130@(19,13)67% #142@(6,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 3x 2tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army pushing toward enemy base via (36,25) area. Keep training 2tnk and e3. Build 2nd proc. Harvester #142 idle, send to mine.", "raw": "{\"thoughts\":\"Army group at ~(46-48,24-26) heading toward enemy. Keep pushing east toward enemy base at (95,11), maintain production of tanks and rocket soldiers, send idle harvester to mine.\",\"notes\":\"Enemy at (95,11). Army group at (46-48,24-26) pushing east. Keep training 2tnk/e3, build 2nd proc, watch cash flow. Harvester #142 sent to mine.\",\"commands\":[{\"do\":\"harvest\",\"unit\":142},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2776, "completion_tokens": 252, "total_tokens": 3028, "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": 0.008072, "upstream_inference_prompt_cost": 0.005552, "upstream_inference_completions_cost": 0.00252}, "completion_tokens_details": {"reasoning_tokens": 16, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Army group at ~(46-48,24-26) heading toward enemy. Keep pushing east toward enemy base at (95,11), maintain production of tanks and rocket soldiers, send idle harvester to mine.", "notes": "Enemy at (95,11). Army group at (46-48,24-26) pushing east. Keep training 2tnk/e3, build 2nd proc, watch cash flow. Harvester #142 sent to mine.", "commands": [{"do": "harvest", "unit": 142}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 15 units", "train 3x 2tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 6200, "units_killed": 19, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14400, "army_value": 3000, "income": 4500, "experience": 43, "order_count": 102}}
{"tick": 10801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:12 (tick 10801 of 30000; you act every 200 ticks = 8s). 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 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $16300, army $6300, killed $6200 (4 units, 2 bldgs), lost $4300 (19 units, 0 bldgs). Map explored 30.3%.\nPRODUCTION: Building: weap 0%; Building: powr 0%; Vehicle: 1tnk 13%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #205@(88,18)*\n  e1 (Rifle Infantry) x6: #194@(80,14)* #198@(55,28) #199@(57,28) #200@(80,14)* #201@(80,14)* #202@(80,14)*\n  e3 (Rocket Soldier) x2: #191@(53,27) #193@(78,15)\n  harv (Ore Truck (harvester)) x4: #133@(108,24) #182@(99,16) #188@(100,19) #207@(103,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - move: 2 units\n  - rally #150: ordered\n  - rally #134: ordered\n  - train 2x 1tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: 7:04 $0. Place proc. Weap building. E3 #191/#193 returning to base. Rally weap/tent to (88,16). No enemy visible. Rebuild tank force before attacking (12,16).", "raw": "{\"thoughts\": \"Cash is $0 but all queues are full, so I'll let production continue and keep harvesters mining. No enemy visible, so I'll send the idle tank plus a couple infantry to scout toward the likely enemy base at (12,16) while pulling the rest to defend.\", \"notes\": \"7:12 $0. Queues full (1tnk/e3/e1). Scouting toward (12,16) with 1tnk+inf. 4 harvs mining. Rebuild tank ball then push.\", \"commands\": [{\"do\":\"rally\",\"building\":150,\"x\":88,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"attack_move\",\"units\":[205],\"x\":40,\"y\":16},{\"do\":\"move\",\"units\":[198,199,191,193],\"x\":85,\"y\":15},{\"do\":\"stop\",\"units\":[194,200,201,202]},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1788, "completion_tokens": 648, "total_tokens": 2436, "cost": 0.001088208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001088208, "upstream_inference_prompt_cost": 0.000310608, "upstream_inference_completions_cost": 0.0007776}, "completion_tokens_details": {"reasoning_tokens": 414, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.59, "thoughts": "Cash is $0 but all queues are full, so I'll let production continue and keep harvesters mining. No enemy visible, so I'll send the idle tank plus a couple infantry to scout toward the likely enemy base at (12,16) while pulling the rest to defend.", "notes": "7:12 $0. Queues full (1tnk/e3/e1). Scouting toward (12,16) with 1tnk+inf. 4 harvs mining. Rebuild tank ball then push.", "commands": [{"do": "rally", "building": 150, "x": 88, "y": 16}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "attack_move", "units": [205], "x": 40, "y": 16}, {"do": "move", "units": [198, 199, 191, 193], "x": 85, "y": 15}, {"do": "stop", "units": [194, 200, 201, 202]}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}], "feedback": ["rally #150: ordered", "rally #134: ordered", "attack_move: 1 units", "move: 4 units", "stop: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 4300, "units_killed": 4, "units_lost": 19, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16300, "army_value": 2000, "income": 5300, "experience": 62, "order_count": 76}}
{"tick": 11001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:20 (tick 11001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $311 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $14400, army $5100, killed $4400 (20 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 16.9%.\nPRODUCTION: Building: proc 66%; Vehicle: 2tnk 97%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #169@(56,28) #170@(56,28) #172@(56,28)64% #173@(55,28)93% #174@(55,28) #176@(55,28)98% #177@(57,28)98% #178@(57,28)80%\n  e3 (Rocket Soldier) x7: #183@(54,28) #184@(54,28) #189@(54,28) #190@(56,28) #196@(56,28)73% #197@(54,29) #208@(22,23)\n  harv (Ore Truck (harvester)) x2: #130@(23,7)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 3x 2tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group at (46-48,24-26) pushing east. Keep training 2tnk/e3, build 2nd proc, watch cash flow. Harvester #142 sent to mine.", "raw": "{\"thoughts\":\"Army group is at (54-57,28), continue pushing toward enemy base at (95,11). Keep production rolling with tanks and rocket soldiers.\",\"notes\":\"Enemy at (95,11). Army group pushing from (54-57,28) toward enemy base. Keep training 2tnk/e3, build 2nd proc, watch cash flow.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2856, "completion_tokens": 238, "total_tokens": 3094, "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": 0.008092, "upstream_inference_prompt_cost": 0.005712, "upstream_inference_completions_cost": 0.00238}, "completion_tokens_details": {"reasoning_tokens": 45, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.21, "thoughts": "Army group is at (54-57,28), continue pushing toward enemy base at (95,11). Keep production rolling with tanks and rocket soldiers.", "notes": "Enemy at (95,11). Army group pushing from (54-57,28) toward enemy base. Keep training 2tnk/e3, build 2nd proc, watch cash flow.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 15 units", "train 3x 2tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4400, "deaths_cost": 6200, "units_killed": 20, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 14400, "army_value": 3000, "income": 4000, "experience": 44, "order_count": 108}}
{"tick": 11001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:20 (tick 11001 of 30000; you act every 200 ticks = 8s). 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 $231 (storage 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $16500, army $6500, killed $6200 (4 units, 2 bldgs), lost $4400 (20 units, 0 bldgs). Map explored 32.5%.\nPRODUCTION: Building: weap 12%; Building: powr 0%; Vehicle: 1tnk 49%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 80%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #205@(73,33)\n  e1 (Rifle Infantry) x5: #194@(80,14)* #199@(65,23) #200@(80,14)* #201@(80,14)* #202@(80,14)*\n  e3 (Rocket Soldier) x3: #191@(61,27)3% #193@(85,15)* #209@(89,11)\n  harv (Ore Truck (harvester)) x4: #133@(101,18) #182@(104,22) #188@(99,17) #207@(105,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - attack_move: 1 units\n  - move: 4 units\n  - stop: 4 units\nYOUR NOTES FROM LAST TURN: 7:12 $0. Queues full (1tnk/e3/e1). Scouting toward (12,16) with 1tnk+inf. 4 harvs mining. Rebuild tank ball then push.", "raw": "{\"thoughts\": \"Cash is $0 with all queues full, so income is the bottleneck \u2014 4 harvesters on 3 refineries is decent but I need more cash flow. Scout toward the enemy start (12,16) with the lone Light Tank while keeping infantry near base. Add a 5th harvester once cash allows.\", \"notes\": \"7:20 $0. 3 refs/4 harvs. Scouting (12,16) with 1tnk #205. Infantry staged near base (80,14). Need more income -> next harv when cash up.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[205],\"x\":12,\"y\":16},{\"do\":\"stop\",\"units\":[193,209]},{\"do\":\"move\",\"units\":[194,200,201,202],\"x\":88,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1754, "completion_tokens": 588, "total_tokens": 2342, "cost": 0.001006008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001006008, "upstream_inference_prompt_cost": 0.000300408, "upstream_inference_completions_cost": 0.0007056}, "completion_tokens_details": {"reasoning_tokens": 406, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.27, "thoughts": "Cash is $0 with all queues full, so income is the bottleneck \u2014 4 harvesters on 3 refineries is decent but I need more cash flow. Scout toward the enemy start (12,16) with the lone Light Tank while keeping infantry near base. Add a 5th harvester once cash allows.", "notes": "7:20 $0. 3 refs/4 harvs. Scouting (12,16) with 1tnk #205. Infantry staged near base (80,14). Need more income -> next harv when cash up.", "commands": [{"do": "attack_move", "units": [205], "x": 12, "y": 16}, {"do": "stop", "units": [193, 209]}, {"do": "move", "units": [194, 200, 201, 202], "x": 88, "y": 14}], "feedback": ["attack_move: 1 units", "stop: 2 units", "move: 4 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 4400, "units_killed": 4, "units_lost": 20, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16500, "army_value": 2200, "income": 6300, "experience": 62, "order_count": 76}}
{"tick": 11201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:28 (tick 11201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $15250, army $5950, killed $5400 (22 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 18.4%.\nPRODUCTION: Building: proc 74%; Vehicle: 2tnk 9%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(17,17)*\n  e1 (Rifle Infantry) x8: #169@(62,27)98% #170@(62,27)94% #172@(63,26)64% #173@(62,27)93% #174@(62,27) #176@(61,28)98% #177@(63,25)98% #178@(62,27)48%\n  e3 (Rocket Soldier) x7: #183@(61,28) #184@(61,28) #189@(61,27) #190@(63,26)97% #196@(61,28)73% #197@(61,27) #208@(33,24)\n  harv (Ore Truck (harvester)) x2: #130@(20,10)67% #142@(7,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 3x 2tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group pushing from (54-57,28) toward enemy base. Keep training 2tnk/e3, build 2nd proc, watch cash flow.", "raw": "{\"thoughts\":\"Army group is around (61-63,26-28) heading toward enemy. Keep pushing attack toward enemy base at (95,11), continue production.\",\"notes\":\"Enemy at (95,11). Army group around (61-63,26-28) pushing east/north toward enemy base. Keep training 2tnk/e3, maintain proc/power balance.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2941, "completion_tokens": 212, "total_tokens": 3153, "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": 0.008002, "upstream_inference_prompt_cost": 0.005882, "upstream_inference_completions_cost": 0.00212}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.23, "thoughts": "Army group is around (61-63,26-28) heading toward enemy. Keep pushing attack toward enemy base at (95,11), continue production.", "notes": "Enemy at (95,11). Army group around (61-63,26-28) pushing east/north toward enemy base. Keep training 2tnk/e3, maintain proc/power balance.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5400, "deaths_cost": 6200, "units_killed": 22, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15250, "army_value": 3850, "income": 4000, "experience": 54, "order_count": 114}}
{"tick": 11201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:28 (tick 11201 of 30000; you act every 200 ticks = 8s). 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 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $15800, army $5800, killed $6200 (4 units, 2 bldgs), lost $5400 (22 units, 0 bldgs). Map explored 33%.\nPRODUCTION: Building: weap 25%; Building: powr 0%; Vehicle: 1tnk 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x5: #194@(88,14)* #199@(72,16) #200@(88,14)* #201@(88,14)* #202@(88,14)*\n  e3 (Rocket Soldier) x3: #193@(85,15)* #209@(88,12)* #211@(88,12)\n  harv (Ore Truck (harvester)) x4: #133@(103,20) #182@(104,26) #188@(103,25) #207@(99,17)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - stop: 2 units\n  - move: 4 units\nYOUR NOTES FROM LAST TURN: 7:20 $0. 3 refs/4 harvs. Scouting (12,16) with 1tnk #205. Infantry staged near base (80,14). Need more income -> next harv when cash up.", "raw": "{\"thoughts\": \"Cash is $0 with 4 harvesters on 3 refineries \u2014 economy is the bottleneck. Get all harvesters mining, keep production queues running, and hold army near base while probing toward the likely enemy start (12,16).\", \"notes\": \"7:28 $0. 3 refs/4 harvs mining. Army ~12 units staged ~(88,14). Enemy start likely (12,16). Push economy: next build proc/harv when cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"move\",\"units\":[194,200,201,202,193,209,211],\"x\":88,\"y\":13},{\"do\":\"attack_move\",\"units\":[199],\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1711, "completion_tokens": 625, "total_tokens": 2336, "cost": 0.001037508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001037508, "upstream_inference_prompt_cost": 0.000287508, "upstream_inference_completions_cost": 0.00075}, "completion_tokens_details": {"reasoning_tokens": 431, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Cash is $0 with 4 harvesters on 3 refineries \u2014 economy is the bottleneck. Get all harvesters mining, keep production queues running, and hold army near base while probing toward the likely enemy start (12,16).", "notes": "7:28 $0. 3 refs/4 harvs mining. Army ~12 units staged ~(88,14). Enemy start likely (12,16). Push economy: next build proc/harv when cash allows.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "move", "units": [194, 200, 201, 202, 193, 209, 211], "x": 88, "y": 13}, {"do": "attack_move", "units": [199], "x": 40, "y": 16}], "feedback": ["move: 7 units", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 5400, "units_killed": 4, "units_lost": 22, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 15800, "army_value": 1500, "income": 6300, "experience": 62, "order_count": 76}}
{"tick": 11401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:36 (tick 11401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $15250, army $5950, killed $5500 (23 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 20.3%.\nPRODUCTION: Building: proc 74%; Vehicle: 2tnk 9%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(31,20)\n  e1 (Rifle Infantry) x8: #169@(70,19)98% #170@(70,19)94% #172@(70,20)62% #173@(69,20)93% #174@(69,20) #176@(70,22)98% #177@(70,19)56% #178@(70,22)48%\n  e3 (Rocket Soldier) x7: #183@(70,22) #184@(69,23) #189@(68,21) #190@(70,19)97% #196@(70,22)73% #197@(67,23) #208@(44,24)\n  harv (Ore Truck (harvester)) x2: #130@(14,19)67% #142@(9,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group around (61-63,26-28) pushing east/north toward enemy base. Keep training 2tnk/e3, maintain proc/power balance.", "raw": "{\"thoughts\":\"Army group is at (69-70,20-23), continuing toward enemy base at (95,11). Keep pushing attack, maintain production queue for tanks and rocket soldiers.\",\"notes\":\"Enemy at (95,11). Army group around (69-70,20-23) pushing toward enemy base. Keep training 2tnk/e3, maintain proc/power balance. Watch harvester #130 health.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2992, "completion_tokens": 243, "total_tokens": 3235, "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": 0.008414, "upstream_inference_prompt_cost": 0.005984, "upstream_inference_completions_cost": 0.00243}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.82, "thoughts": "Army group is at (69-70,20-23), continuing toward enemy base at (95,11). Keep pushing attack, maintain production queue for tanks and rocket soldiers.", "notes": "Enemy at (95,11). Army group around (69-70,20-23) pushing toward enemy base. Keep training 2tnk/e3, maintain proc/power balance. Watch harvester #130 health.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: no valid unit ids of yours", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5500, "deaths_cost": 6200, "units_killed": 23, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15250, "army_value": 3850, "income": 4000, "experience": 55, "order_count": 118}}
{"tick": 11401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:36 (tick 11401 of 30000; you act every 200 ticks = 8s). 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 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $16700, army $6700, killed $6200 (4 units, 2 bldgs), lost $5500 (23 units, 0 bldgs). Map explored 33.1%.\nPRODUCTION: Building: weap 33%; Building: powr 0%; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 15%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #212@(88,16)*\n  e1 (Rifle Infantry) x4: #194@(88,13)* #200@(88,13)* #201@(88,13)* #202@(88,13)*\n  e3 (Rocket Soldier) x4: #193@(87,14)* #209@(88,13)* #211@(88,12)* #213@(91,9)\n  harv (Ore Truck (harvester)) x4: #133@(107,25) #182@(105,23) #188@(99,25) #207@(100,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 7 units\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: 7:28 $0. 3 refs/4 harvs mining. Army ~12 units staged ~(88,14). Enemy start likely (12,16). Push economy: next build proc/harv when cash allows.", "raw": "{\"thoughts\": \"Cash is $0 so I can't start new buildings; queues are busy producing tanks and infantry. I need map info and more income. I'll set rally points, scout toward the likely enemy start with the light tank, and queue a harvester to boost economy.\", \"notes\": \"7:36 $0. 3 refs/4 harvs. Building queue on weap(33%). Army ~9 staged near (88,14). Sent light tank #212 to scout (50,16) en route to enemy start (12,16). Need more income -> harv queued.\", \"commands\": [{\"do\": \"rally\", \"building\": 134, \"x\": 88, \"y\": 14}, {\"do\": \"rally\", \"building\": 150, \"x\": 88, \"y\": 16}, {\"do\": \"attack_move\", \"units\": [212], \"x\": 55, \"y\": 16}, {\"do\": \"train\", \"item\": \"harv\", \"count\": 1}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 2}, {\"do\": \"move\", \"units\": [193, 194, 200, 201, 202, 209, 211], \"x\": 87, \"y\": 16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1706, "completion_tokens": 1109, "total_tokens": 2815, "cost": 0.001616808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001616808, "upstream_inference_prompt_cost": 0.000286008, "upstream_inference_completions_cost": 0.0013308}, "completion_tokens_details": {"reasoning_tokens": 803, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.9, "thoughts": "Cash is $0 so I can't start new buildings; queues are busy producing tanks and infantry. I need map info and more income. I'll set rally points, scout toward the likely enemy start with the light tank, and queue a harvester to boost economy.", "notes": "7:36 $0. 3 refs/4 harvs. Building queue on weap(33%). Army ~9 staged near (88,14). Sent light tank #212 to scout (50,16) en route to enemy start (12,16). Need more income -> harv queued.", "commands": [{"do": "rally", "building": 134, "x": 88, "y": 14}, {"do": "rally", "building": 150, "x": 88, "y": 16}, {"do": "attack_move", "units": [212], "x": 55, "y": 16}, {"do": "train", "item": "harv", "count": 1}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}, {"do": "move", "units": [193, 194, 200, 201, 202, 209, 211], "x": 87, "y": 16}], "feedback": ["rally #134: ordered", "rally #150: ordered", "attack_move: 1 units", "train 1x harv: queued", "train 2x 1tnk: queued", "train 2x e3: queued", "move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 5500, "units_killed": 4, "units_lost": 23, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16700, "army_value": 2400, "income": 6300, "experience": 62, "order_count": 76}}
{"tick": 11601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:44 (tick 11601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $15550, army $6250, killed $6200 (24 units, 0 bldgs), lost $6200 (4 units, 2 bldgs). Map explored 22.4%.\nPRODUCTION: Building: proc 86%; Vehicle: 2tnk 28%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(45,25)\n  e1 (Rifle Infantry) x8: #169@(76,14)94% #170@(76,14)60% #172@(75,14)62% #173@(75,14)93% #174@(75,14) #176@(76,17)98% #177@(76,14)51% #178@(76,17)48%\n  e3 (Rocket Soldier) x8: #183@(75,17) #184@(76,17) #189@(74,15) #190@(75,13)97% #196@(76,17)73% #197@(75,18) #208@(53,27) #214@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(13,18)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Army group around (69-70,20-23) pushing toward enemy base. Keep training 2tnk/e3, maintain proc/power balance. Watch harvester #130 health.", "raw": "{\"thoughts\":\"Consolidate infantry group near (75,15) and push toward enemy base at (95,11). Keep production running; queue more 2tnk since we have cash income growing.\",\"notes\":\"Enemy at (95,11). Main army (e1/e3) around (75-76,14-18) pushing east. Keep training 2tnk/e3. Watch harvesters #130,#142.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[169,170,172,173,174,176,177,178,183,184,189,190,196,197],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3056, "completion_tokens": 271, "total_tokens": 3327, "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": 0.008822, "upstream_inference_prompt_cost": 0.006112, "upstream_inference_completions_cost": 0.00271}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Consolidate infantry group near (75,15) and push toward enemy base at (95,11). Keep production running; queue more 2tnk since we have cash income growing.", "notes": "Enemy at (95,11). Main army (e1/e3) around (75-76,14-18) pushing east. Keep training 2tnk/e3. Watch harvesters #130,#142.", "commands": [{"do": "attack_move", "units": [169, 170, 172, 173, 174, 176, 177, 178, 183, 184, 189, 190, 196, 197], "x": 95, "y": 11}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 14 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 6200, "units_killed": 24, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15550, "army_value": 4150, "income": 4100, "experience": 62, "order_count": 122}}
{"tick": 11601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:44 (tick 11601 of 30000; you act every 200 ticks = 8s). 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 $145 (storage 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $16000, army $6000, killed $6200 (4 units, 2 bldgs), lost $6200 (24 units, 0 bldgs). Map explored 33.1%.\nPRODUCTION: Building: weap 34%; Building: powr 0%; Vehicle: 1tnk 10%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 18%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #194@(87,16)* #200@(87,16)* #201@(87,16)* #202@(88,15)*\n  e3 (Rocket Soldier) x4: #193@(87,16)* #209@(87,16)* #211@(88,15)* #213@(88,12)*\n  harv (Ore Truck (harvester)) x4: #133@(105,22) #182@(99,16) #188@(99,17) #207@(101,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #150: ordered\n  - attack_move: 1 units\n  - train 1x harv: queued\n  - train 2x 1tnk: queued\n  - train 2x e3: queued\n  - move: 7 units\nYOUR NOTES FROM LAST TURN: 7:36 $0. 3 refs/4 harvs. Building queue on weap(33%). Army ~9 staged near (88,14). Sent light tank #212 to scout (50,16) en route to enemy start (12,16). Need more income -> harv queued.", "raw": "{\"thoughts\": \"Cash is $0 with only 4 harvesters and 3 refineries, so all queues are stalled. I need harvesters mining immediately to fund production. My visible army is 8 infantry; enemy start is at (12,16) far west. I'll send harvesters to mine and push idle infantry west to probe enemy while queues keep filling.\", \"notes\": \"7:44 $0 3refs/4harv. Sent all 4 harvs to mine. Idle 8 infantry advancing west toward enemy (12,16). Building a 2nd weap (34%). Need income - if still $0 next turn consider selling/silo or buying harv when cash allows.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":55,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1796, "completion_tokens": 884, "total_tokens": 2680, "cost": 0.001373808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001373808, "upstream_inference_prompt_cost": 0.000313008, "upstream_inference_completions_cost": 0.0010608}, "completion_tokens_details": {"reasoning_tokens": 644, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Cash is $0 with only 4 harvesters and 3 refineries, so all queues are stalled. I need harvesters mining immediately to fund production. My visible army is 8 infantry; enemy start is at (12,16) far west. I'll send harvesters to mine and push idle infantry west to probe enemy while queues keep filling.", "notes": "7:44 $0 3refs/4harv. Sent all 4 harvs to mine. Idle 8 infantry advancing west toward enemy (12,16). Building a 2nd weap (34%). Need income - if still $0 next turn consider selling/silo or buying harv when cash allows.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "attack_move", "units": "idle_army", "x": 55, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 8 units", "train 2x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6200, "deaths_cost": 6200, "units_killed": 4, "units_lost": 24, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 16000, "army_value": 1700, "income": 6450, "experience": 62, "order_count": 81}}
{"tick": 11801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 7:52 (tick 11801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $15250, army $5950, killed $7400 (30 units, 0 bldgs), lost $6500 (7 units, 2 bldgs). Map explored 23.8%.\nPRODUCTION: Building: proc 98%; Vehicle: 2tnk 48%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(59,28)\n  e1 (Rifle Infantry) x5: #173@(81,12)78% #174@(80,14) #176@(80,14)97% #177@(80,14)24% #178@(80,14)41%\n  e3 (Rocket Soldier) x8: #183@(81,12)95% #184@(80,14)81% #189@(80,13) #190@(82,12)96% #196@(80,13)73% #197@(80,13) #208@(62,29) #214@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(6,26)67% #142@(5,26)\nVISIBLE ENEMY UNITS (2):\n  #202 e1@(84,15) 22%, #211 e3@(84,15) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11). Main army (e1/e3) around (75-76,14-18) pushing east. Keep training 2tnk/e3. Watch harvesters #130,#142.", "raw": "{\"thoughts\":\"Army is near enemy base already at (80,12-14). Push attack toward enemy base at (95,11) to finish them off while keeping production running.\",\"notes\":\"Enemy at (95,11), no buildings visible yet - keep pushing east with e1/e3 group. Main army near (80-82,12-14). Keep training 2tnk/e3, watch harvesters.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3053, "completion_tokens": 220, "total_tokens": 3273, "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": 0.008306, "upstream_inference_prompt_cost": 0.006106, "upstream_inference_completions_cost": 0.0022}, "completion_tokens_details": {"reasoning_tokens": 23, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "Army is near enemy base already at (80,12-14). Push attack toward enemy base at (95,11) to finish them off while keeping production running.", "notes": "Enemy at (95,11), no buildings visible yet - keep pushing east with e1/e3 group. Main army near (80-82,12-14). Keep training 2tnk/e3, watch harvesters.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 1 units", "train 2x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7400, "deaths_cost": 6500, "units_killed": 30, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15250, "army_value": 3850, "income": 4000, "experience": 74, "order_count": 124}}
{"tick": 11801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 7:52 (tick 11801 of 30000; you act every 200 ticks = 8s). 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 $31 (storage 6000), power 200 made / 160 used, harvesters 4.\nSCORE: assets $14800, army $4800, killed $6500 (7 units, 2 bldgs), lost $7400 (30 units, 0 bldgs). Map explored 33.1%.\nPRODUCTION: Building: weap 45%; Building: powr 0%; Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 95%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #202@(84,15)22%\n  e3 (Rocket Soldier) x1: #211@(84,15)96%\n  harv (Ore Truck (harvester)) x4: #133@(99,16) #182@(103,24) #188@(100,19) #207@(99,17)\nVISIBLE ENEMY UNITS (1):\n  #190 e3@(82,12) 96%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - train 2x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: 7:44 $0 3refs/4harv. Sent all 4 harvs to mine. Idle 8 infantry advancing west toward enemy (12,16). Building a 2nd weap (34%). Need income - if still $0 next turn consider selling/silo or buying harv when cash allows.", "raw": "{\"thoughts\": \"Cash is tight as harvesters cycle, but 4 harvesters are working 3 refineries. Directing our forward infantry to eliminate enemy rocket soldier at (82,12) while queues finish.\", \"notes\": \"7:52 $0 4 harvs active. 2nd weap at 45%. Infantry engaging enemy e3 at (82,12). Awaiting harvester dumps to complete weap and 1tnk.\", \"commands\": [{\"do\": \"attack\", \"units\": [202, 211], \"target\": 190}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1889, "completion_tokens": 558, "total_tokens": 2447, "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": 0.0070185, "upstream_inference_prompt_cost": 0.0028335, "upstream_inference_completions_cost": 0.004185}, "completion_tokens_details": {"reasoning_tokens": 430, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.91, "thoughts": "Cash is tight as harvesters cycle, but 4 harvesters are working 3 refineries. Directing our forward infantry to eliminate enemy rocket soldier at (82,12) while queues finish.", "notes": "7:52 $0 4 harvs active. 2nd weap at 45%. Infantry engaging enemy e3 at (82,12). Awaiting harvester dumps to complete weap and 1tnk.", "commands": [{"do": "attack", "units": [202, 211], "target": 190}], "feedback": ["attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 7400, "units_killed": 7, "units_lost": 30, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14800, "army_value": 500, "income": 6550, "experience": 65, "order_count": 85}}
{"tick": 12001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:00 (tick 12001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $15250, army $5950, killed $8100 (33 units, 0 bldgs), lost $6500 (7 units, 2 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 98%; Vehicle: 2tnk 48%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(69,22)\n  e1 (Rifle Infantry) x5: #173@(88,12)11% #174@(88,13) #176@(88,13)96% #177@(88,13)6% #178@(88,13)37%\n  e3 (Rocket Soldier) x8: #183@(87,12)94% #184@(88,13)80% #189@(88,12)92% #190@(87,12)85% #196@(87,12)68% #197@(87,12) #208@(69,21) #214@(23,24)\n  harv (Ore Truck (harvester)) x2: #130@(4,29)67% #142@(2,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 1 units\n  - train 2x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11), no buildings visible yet - keep pushing east with e1/e3 group. Main army near (80-82,12-14). Keep training 2tnk/e3, watch harvesters.", "raw": "{\"thoughts\":\"My infantry group near (88,12) is close to enemy base at (95,11). Push forward to find and destroy buildings. Keep production rolling.\",\"notes\":\"Enemy at (95,11), no buildings seen yet. Push e1/e3 group east to scout/attack. Keep 2tnk/e3 production going. Watch harvesters at (4,29)/(2,26).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[173,174,176,177,178,183,184,189,190,196,197],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[210,208],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3099, "completion_tokens": 280, "total_tokens": 3379, "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": 0.008998, "upstream_inference_prompt_cost": 0.006198, "upstream_inference_completions_cost": 0.0028}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "My infantry group near (88,12) is close to enemy base at (95,11). Push forward to find and destroy buildings. Keep production rolling.", "notes": "Enemy at (95,11), no buildings seen yet. Push e1/e3 group east to scout/attack. Keep 2tnk/e3 production going. Watch harvesters at (4,29)/(2,26).", "commands": [{"do": "attack_move", "units": [173, 174, 176, 177, 178, 183, 184, 189, 190, 196, 197], "x": 95, "y": 11}, {"do": "attack_move", "units": [210, 208], "x": 95, "y": 11}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 11 units", "attack_move: 2 units", "train 2x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8100, "deaths_cost": 6500, "units_killed": 33, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 15250, "army_value": 3850, "income": 4000, "experience": 81, "order_count": 128}}
{"tick": 12001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:00 (tick 12001 of 30000; you act every 200 ticks = 8s). 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 $62 (storage 6000), power 199 made / 160 used, harvesters 4.\nSCORE: assets $14700, army $4700, killed $6500 (7 units, 2 bldgs), lost $8100 (33 units, 0 bldgs). Map explored 33.1%.\nPRODUCTION: Building: weap 61%; Building: powr 0%; Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #124 powr@(93,11) 99%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #216@(94,8)\n  harv (Ore Truck (harvester)) x4: #133@(105,24) #182@(102,24) #188@(104,27) #207@(100,19)\nVISIBLE ENEMY UNITS (7):\n  #173 e1@(88,12) 11%, #174 e1@(88,13) 99%, #176 e1@(88,13) 96%, #177 e1@(88,13) 6%, #178 e1@(88,13) 37%, #184 e3@(88,13) 80%, #189 e3@(88,12) 92%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: 7:52 $0 4 harvs active. 2nd weap at 45%. Infantry engaging enemy e3 at (82,12). Awaiting harvester dumps to complete weap and 1tnk.", "raw": "{\"thoughts\": \"Enemy infantry group is closing in at (88,13) near our Pillbox. Our first 1tnk is almost complete (89%) and 2nd War Factory is at 61%. Using #216 and Pillbox to repel enemy infantry while harvesters unload.\", \"notes\": \"8:00 Cash $62, 4 harvs, 1tnk nearly done. Enemy infantry at (88,13) threatening western approach. 2nd weap underway.\", \"commands\": [{\"do\": \"attack\", \"units\": [216], \"target\": 184}, {\"do\": \"build\", \"item\": \"pbox\"}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1897, "completion_tokens": 574, "total_tokens": 2471, "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": 0.0071505, "upstream_inference_prompt_cost": 0.0028455, "upstream_inference_completions_cost": 0.004305}, "completion_tokens_details": {"reasoning_tokens": 424, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.21, "thoughts": "Enemy infantry group is closing in at (88,13) near our Pillbox. Our first 1tnk is almost complete (89%) and 2nd War Factory is at 61%. Using #216 and Pillbox to repel enemy infantry while harvesters unload.", "notes": "8:00 Cash $62, 4 harvs, 1tnk nearly done. Enemy infantry at (88,13) threatening western approach. 2nd weap underway.", "commands": [{"do": "attack", "units": [216], "target": 184}, {"do": "build", "item": "pbox"}], "feedback": ["attack: 1 units", "build pbox: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 6500, "deaths_cost": 8100, "units_killed": 7, "units_lost": 33, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 14700, "army_value": 400, "income": 7050, "experience": 65, "order_count": 85}}
{"tick": 12201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:08 (tick 12201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 130 used, harvesters 2.\nSCORE: assets $13950, army $4650, killed $8400 (33 units, 1 bldgs), lost $7800 (14 units, 2 bldgs). Map explored 26.5%.\nPRODUCTION: Building: proc 98%; Vehicle: 2tnk 48%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(79,14)\n  e1 (Rifle Infantry) x1: #174@(90,12)71%\n  e3 (Rocket Soldier) x5: #183@(90,12)30% #189@(90,12)74% #190@(90,11)83% #208@(76,13) #214@(33,24)\n  harv (Ore Truck (harvester)) x2: #130@(9,26)67% #142@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #140 pbox@(93,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy at (95,11), no buildings seen yet. Push e1/e3 group east to scout/attack. Keep 2tnk/e3 production going. Watch harvesters at (4,29)/(2,26).", "raw": "{\"thoughts\":\"Enemy pillbox spotted at (93,9). Push my group there while continuing tank/infantry production. Keep harvester on duty.\",\"notes\":\"Enemy pillbox at (93,9), near enemy base (95,11). Attacking with e1/e3 group. Keep producing 2tnk and e3, send new units east to reinforce.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[174,183,189,190,208],\"x\":93,\"y\":9},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3114, "completion_tokens": 254, "total_tokens": 3368, "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": 0.008768, "upstream_inference_prompt_cost": 0.006228, "upstream_inference_completions_cost": 0.00254}, "completion_tokens_details": {"reasoning_tokens": 30, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.66, "thoughts": "Enemy pillbox spotted at (93,9). Push my group there while continuing tank/infantry production. Keep harvester on duty.", "notes": "Enemy pillbox at (93,9), near enemy base (95,11). Attacking with e1/e3 group. Keep producing 2tnk and e3, send new units east to reinforce.", "commands": [{"do": "attack_move", "units": [174, 183, 189, 190, 208], "x": 93, "y": 9}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 5 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8400, "deaths_cost": 7800, "units_killed": 33, "units_lost": 14, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 13950, "army_value": 2550, "income": 3500, "experience": 84, "order_count": 132}}
{"tick": 12201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:08 (tick 12201 of 30000; you act every 200 ticks = 8s). 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 $453 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $14400, army $4700, killed $7800 (14 units, 2 bldgs), lost $8400 (33 units, 1 bldgs). Map explored 33.1%.\nPRODUCTION: Building: weap 63%; Building: powr 0%; Defense: pbox 3%; Vehicle: 1tnk 93%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 11%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 100%, #150 weap@(93,16) 91%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #216@(93,8)\n  harv (Ore Truck (harvester)) x4: #133@(103,24) #182@(99,16) #188@(101,21) #207@(101,28)\nVISIBLE ENEMY UNITS (4):\n  #174 e1@(90,12) 71%, #183 e3@(90,12) 30%, #189 e3@(90,12) 74%, #190 e3@(90,11) 83%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - build pbox: started\nYOUR NOTES FROM LAST TURN: 8:00 Cash $62, 4 harvs, 1tnk nearly done. Enemy infantry at (88,13) threatening western approach. 2nd weap underway.", "raw": "{\"thoughts\": \"Low power is crippling production and cash is dry. War Factory almost done; keep harvesting. Enemy infantry probing from the west at (90,12) \u2014 let the pillbox and my rocket soldier deal with them. Queue power plant next to fix the brownout.\", \"notes\": \"8:08 - cash $0, low power. weap 63% then powr. Enemy inf at (90,12) near west approach. Light tanks queued. Need more power ASAP, then 2nd war factory/harvesters when cash comes.\", \"commands\": [{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"attack\",\"units\":[216],\"target\":183},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1715, "completion_tokens": 643, "total_tokens": 2358, "cost": 0.001060308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001060308, "upstream_inference_prompt_cost": 0.000288708, "upstream_inference_completions_cost": 0.0007716}, "completion_tokens_details": {"reasoning_tokens": 482, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Low power is crippling production and cash is dry. War Factory almost done; keep harvesting. Enemy infantry probing from the west at (90,12) \u2014 let the pillbox and my rocket soldier deal with them. Queue power plant next to fix the brownout.", "notes": "8:08 - cash $0, low power. weap 63% then powr. Enemy inf at (90,12) near west approach. Light tanks queued. Need more power ASAP, then 2nd war factory/harvesters when cash comes.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "attack", "units": [216], "target": 183}, {"do": "build", "item": "powr"}], "feedback": ["train 2x e3: queued", "attack: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 7800, "deaths_cost": 8400, "units_killed": 14, "units_lost": 33, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14400, "army_value": 400, "income": 7550, "experience": 78, "order_count": 86}}
{"tick": 12401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:16 (tick 12401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $429 (storage 2000), power 498 made / 130 used, harvesters 2.\nSCORE: assets $13250, army $3950, killed $8400 (33 units, 1 bldgs), lost $8800 (18 units, 2 bldgs). Map explored 27.4%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 2tnk 80%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 69%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #210@(89,9)84%\n  e3 (Rocket Soldier) x3: #208@(86,12)89% #214@(43,24) #217@(15,18)*\n  harv (Ore Truck (harvester)) x2: #130@(10,21)67% #142@(3,26)\nVISIBLE ENEMY UNITS (2):\n  #216 e3@(93,8) 100%, #218 1tnk@(87,15) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #140 pbox@(93,9) 48%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 5 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy pillbox at (93,9), near enemy base (95,11). Attacking with e1/e3 group. Keep producing 2tnk and e3, send new units east to reinforce.", "raw": "{\"thoughts\":\"Place ready proc, keep production going, consolidate scattered units before pushing enemy base again.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9) 48% hp. Building up 2tnk force at war factory. Once 6+ tanks ready, attack_move to (95,11). Keep harvesters mining, place proc near base.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"},{\"do\":\"move\",\"units\":[210,208],\"x\":86,\"y\":10},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3124, "completion_tokens": 256, "total_tokens": 3380, "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": 0.008808, "upstream_inference_prompt_cost": 0.006248, "upstream_inference_completions_cost": 0.00256}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.21, "thoughts": "Place ready proc, keep production going, consolidate scattered units before pushing enemy base again.", "notes": "Enemy base at (95,11), pillbox at (93,9) 48% hp. Building up 2tnk force at war factory. Once 6+ tanks ready, attack_move to (95,11). Keep harvesters mining, place proc near base.", "commands": [{"do": "place", "item": "proc"}, {"do": "move", "units": [210, 208], "x": 86, "y": 10}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "move: 2 units", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8400, "deaths_cost": 8800, "units_killed": 33, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 13250, "army_value": 1850, "income": 4500, "experience": 84, "order_count": 136}}
{"tick": 12401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:16 (tick 12401 of 30000; you act every 200 ticks = 8s). 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 $508 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $15100, army $5400, killed $8800 (18 units, 2 bldgs), lost $8400 (33 units, 1 bldgs). Map explored 33.2%.\nPRODUCTION: Building: weap 68%; Building: powr 0%; Building: powr 0%; Defense: pbox 21%; Vehicle: 1tnk 9%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 48%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #218@(87,15)\n  e3 (Rocket Soldier) x1: #216@(93,8)\n  harv (Ore Truck (harvester)) x4: #133@(105,26) #182@(104,26) #188@(100,19) #207@(99,22)\nVISIBLE ENEMY UNITS (2):\n  #208 e3@(86,12) 89%, #210 2tnk@(89,9) 84%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - attack: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: 8:08 - cash $0, low power. weap 63% then powr. Enemy inf at (90,12) near west approach. Light tanks queued. Need more power ASAP, then 2nd war factory/harvesters when cash comes.", "raw": "{\"thoughts\": \"Enemy Medium Tank and Rocket Soldier are probing our north-west perimeter near our pillbox. Defend with our 1tnk and e3, repair damaged structures, and let power plants finish after the War Factory completes.\", \"notes\": \"Engaging enemy 2tnk at (89,9) and e3 at (86,12). Low power will be resolved after weap completes and powr builds. Harvesters are safe in south-east.\", \"commands\": [{\"do\": \"repair\", \"building\": 140}, {\"do\": \"repair\", \"building\": 150}, {\"do\": \"attack\", \"units\": [216], \"target\": 210}, {\"do\": \"attack\", \"units\": [218], \"target\": 210}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1877, "completion_tokens": 741, "total_tokens": 2618, "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": 0.008373, "upstream_inference_prompt_cost": 0.0028155, "upstream_inference_completions_cost": 0.0055575}, "completion_tokens_details": {"reasoning_tokens": 565, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.35, "thoughts": "Enemy Medium Tank and Rocket Soldier are probing our north-west perimeter near our pillbox. Defend with our 1tnk and e3, repair damaged structures, and let power plants finish after the War Factory completes.", "notes": "Engaging enemy 2tnk at (89,9) and e3 at (86,12). Low power will be resolved after weap completes and powr builds. Harvesters are safe in south-east.", "commands": [{"do": "repair", "building": 140}, {"do": "repair", "building": 150}, {"do": "attack", "units": [216], "target": 210}, {"do": "attack", "units": [218], "target": 210}], "feedback": ["repair #140: ordered", "repair #150: ordered", "attack: 1 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8800, "deaths_cost": 8400, "units_killed": 18, "units_lost": 33, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 15100, "army_value": 1100, "income": 7550, "experience": 88, "order_count": 89}}
{"tick": 12601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:24 (tick 12601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $16900, army $6200, killed $9100 (34 units, 1 bldgs), lost $8800 (18 units, 2 bldgs). Map explored 27.9%.\nPRODUCTION: Vehicle: 2tnk 6%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #210@(87,9)4% #222@(17,17)*\n  e3 (Rocket Soldier) x4: #208@(86,10)89%* #214@(53,27) #217@(14,19)* #221@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(4,29)67% #142@(3,28) #220@(12,31)\nVISIBLE ENEMY UNITS (1):\n  #216 e3@(91,8) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #140 pbox@(93,9) 36%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - move: 2 units\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9) 48% hp. Building up 2tnk force at war factory. Once 6+ tanks ready, attack_move to (95,11). Keep harvesters mining, place proc near base.", "raw": "{\"thoughts\":\"Damaged tank near enemy base should retreat; keep production going and gather forces before next assault.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Building 2tnk army at war factory. Retreat damaged units, regroup, then attack with 6+ tanks. Keep harvesters mining.\",\"commands\":[{\"do\":\"move\",\"units\":[210],\"x\":70,\"y\":20},{\"do\":\"move\",\"units\":[208],\"x\":70,\"y\":20},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3170, "completion_tokens": 261, "total_tokens": 3431, "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": 0.00895, "upstream_inference_prompt_cost": 0.00634, "upstream_inference_completions_cost": 0.00261}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.77, "thoughts": "Damaged tank near enemy base should retreat; keep production going and gather forces before next assault.", "notes": "Enemy base at (95,11), pillbox at (93,9). Building 2tnk army at war factory. Retreat damaged units, regroup, then attack with 6+ tanks. Keep harvesters mining.", "commands": [{"do": "move", "units": [210], "x": 70, "y": 20}, {"do": "move", "units": [208], "x": 70, "y": 20}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["move: 1 units", "move: 1 units", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 8800, "units_killed": 34, "units_lost": 18, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 16900, "army_value": 3000, "income": 4500, "experience": 91, "order_count": 139}}
{"tick": 12601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:24 (tick 12601 of 30000; you act every 200 ticks = 8s). 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 $566 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $14400, army $4700, killed $8800 (18 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.2%.\nPRODUCTION: Building: weap 74%; Building: powr 0%; Building: powr 0%; Defense: pbox 40%; Vehicle: 1tnk 25%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #216@(91,8)\n  harv (Ore Truck (harvester)) x4: #133@(101,21) #182@(109,24) #188@(103,24) #207@(99,18)\nVISIBLE ENEMY UNITS (1):\n  #210 2tnk@(87,9) 4%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #140: ordered\n  - repair #150: ordered\n  - attack: 1 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Engaging enemy 2tnk at (89,9) and e3 at (86,12). Low power will be resolved after weap completes and powr builds. Harvesters are safe in south-east.", "raw": "{\"thoughts\": \"Economy is starved ($0 cash) with LOW POWER slowing everything, and my army is basically nonexistent (only 1 e3 + 4 harvesters). Power plants are queued after the near-done war factory; I'll kill the crippled enemy tank, unlock medium tanks via a Service Depot, and keep queues flowing while ore income resumes.\", \"notes\": \"Enemy tank #210 nearly dead at (87,9) - finishing it. Power: 2x powr queued behind weap (74%). Queued fix for 2tnk unlock. Base east side ~(95,11), enemy likely west ~(12,16). Need real army ASAP; keep harvesters working.\", \"commands\": [{\"do\":\"attack\",\"units\":[216],\"target\":210},{\"do\":\"rally\",\"building\":150,\"x\":89,\"y\":15},{\"do\":\"build\",\"item\":\"fix\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1710, "completion_tokens": 2654, "total_tokens": 4364, "cost": 0.003472008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003472008, "upstream_inference_prompt_cost": 0.000287208, "upstream_inference_completions_cost": 0.0031848}, "completion_tokens_details": {"reasoning_tokens": 2458, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 11.3, "thoughts": "Economy is starved ($0 cash) with LOW POWER slowing everything, and my army is basically nonexistent (only 1 e3 + 4 harvesters). Power plants are queued after the near-done war factory; I'll kill the crippled enemy tank, unlock medium tanks via a Service Depot, and keep queues flowing while ore income resumes.", "notes": "Enemy tank #210 nearly dead at (87,9) - finishing it. Power: 2x powr queued behind weap (74%). Queued fix for 2tnk unlock. Base east side ~(95,11), enemy likely west ~(12,16). Need real army ASAP; keep harvesters working.", "commands": [{"do": "attack", "units": [216], "target": 210}, {"do": "rally", "building": 150, "x": 89, "y": 15}, {"do": "build", "item": "fix"}], "feedback": ["attack: 1 units", "rally #150: ordered", "build fix: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 8800, "deaths_cost": 9100, "units_killed": 18, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14400, "army_value": 400, "income": 7400, "experience": 88, "order_count": 89}}
{"tick": 12801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:32 (tick 12801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $16900, army $6200, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 28.4%.\nPRODUCTION: Vehicle: 2tnk 6%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #222@(17,17)* #225@(80,10)*\n  2tnk.husk (2tnk.husk) x1: #223@(85,11)86%*\n  e3 (Rocket Soldier) x4: #208@(77,13)89% #214@(62,27) #217@(14,19)* #221@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(6,29)67% #142@(9,22) #220@(10,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Building 2tnk army at war factory. Retreat damaged units, regroup, then attack with 6+ tanks. Keep harvesters mining.", "raw": "{\"thoughts\":\"Cash is at zero, so production will crawl until ore income improves. Focus on protecting harvesters and consolidating scattered units into a defensible group rather than pushing forward with weak numbers.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Economy stalled at $0 cash - need harvesters safe and mining. Pull back forward units #225 and #208 near home to regroup with tanks before next push. Keep training e3/2tnk queue going as cash allows.\",\"commands\":[{\"do\":\"move\",\"units\":[225],\"x\":40,\"y\":15},{\"do\":\"move\",\"units\":[208],\"x\":40,\"y\":15},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3174, "completion_tokens": 389, "total_tokens": 3563, "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": 0.010238, "upstream_inference_prompt_cost": 0.006348, "upstream_inference_completions_cost": 0.00389}, "completion_tokens_details": {"reasoning_tokens": 126, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.46, "thoughts": "Cash is at zero, so production will crawl until ore income improves. Focus on protecting harvesters and consolidating scattered units into a defensible group rather than pushing forward with weak numbers.", "notes": "Enemy base at (95,11), pillbox at (93,9). Economy stalled at $0 cash - need harvesters safe and mining. Pull back forward units #225 and #208 near home to regroup with tanks before next push. Keep training e3/2tnk queue going as cash allows.", "commands": [{"do": "move", "units": [225], "x": 40, "y": 15}, {"do": "move", "units": [208], "x": 40, "y": 15}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 16900, "army_value": 3000, "income": 3500, "experience": 91, "order_count": 141}}
{"tick": 12801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:32 (tick 12801 of 30000; you act every 200 ticks = 8s). 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 $620 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $14700, army $5000, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.3%.\nPRODUCTION: Building: weap 80%; Building: fix 0%; Building: powr 0%; Building: powr 0%; Defense: pbox 58%; Vehicle: 1tnk 41%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #216@(90,8)73%* #224@(90,12)\n  harv (Ore Truck (harvester)) x4: #133@(100,19) #182@(103,19) #188@(106,27) #207@(100,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - rally #150: ordered\n  - build fix: started\nYOUR NOTES FROM LAST TURN: Enemy tank #210 nearly dead at (87,9) - finishing it. Power: 2x powr queued behind weap (74%). Queued fix for 2tnk unlock. Base east side ~(95,11), enemy likely west ~(12,16). Need real army ASAP; keep harvesters working.", "raw": "{\"thoughts\": \"Low power is throttling us, so I canceled the queued Service Depot so Power Plants start immediately after the second War Factory completes. Harvesters are actively gathering; repairing damaged Pillbox and War Factory while gathering our infantry defensively at (90,11).\", \"notes\": \"Canceled fix so powr builds right after 2nd weap finishes. Low power (100/160) slows production. 4 harvesters active. Once power is stabilized, build fix to unlock Medium Tanks (2tnk).\", \"commands\": [{\"do\": \"cancel\", \"item\": \"fix\"}, {\"do\": \"repair\", \"building\": 140}, {\"do\": \"repair\", \"building\": 150}, {\"do\": \"rally\", \"building\": 134, \"x\": 90, \"y\": 11}, {\"do\": \"stance\", \"units\": [216, 224], \"stance\": \"defend\"}, {\"do\": \"attack_move\", \"units\": [216, 224], \"x\": 90, \"y\": 11}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1849, "completion_tokens": 1169, "total_tokens": 3018, "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": 0.011541, "upstream_inference_prompt_cost": 0.0027735, "upstream_inference_completions_cost": 0.0087675}, "completion_tokens_details": {"reasoning_tokens": 923, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 10.16, "thoughts": "Low power is throttling us, so I canceled the queued Service Depot so Power Plants start immediately after the second War Factory completes. Harvesters are actively gathering; repairing damaged Pillbox and War Factory while gathering our infantry defensively at (90,11).", "notes": "Canceled fix so powr builds right after 2nd weap finishes. Low power (100/160) slows production. 4 harvesters active. Once power is stabilized, build fix to unlock Medium Tanks (2tnk).", "commands": [{"do": "cancel", "item": "fix"}, {"do": "repair", "building": 140}, {"do": "repair", "building": 150}, {"do": "rally", "building": 134, "x": 90, "y": 11}, {"do": "stance", "units": [216, 224], "stance": "defend"}, {"do": "attack_move", "units": [216, 224], "x": 90, "y": 11}], "feedback": ["repair #140: ordered", "repair #150: ordered", "rally #134: ordered", "stance: 2 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14700, "army_value": 700, "income": 7750, "experience": 96, "order_count": 90}}
{"tick": 13001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:40 (tick 13001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $104 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $17200, army $6500, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.1%.\nPRODUCTION: Vehicle: 2tnk 29%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 6%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #222@(17,17)* #225@(70,18)\n  2tnk.husk (2tnk.husk) x1: #223@(85,11)68%*\n  e3 (Rocket Soldier) x5: #208@(70,20)89% #214@(69,20) #217@(14,19)* #221@(15,18)* #226@(14,18)\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(8,25) #220@(11,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Economy stalled at $0 cash - need harvesters safe and mining. Pull back forward units #225 and #208 near home to regroup with tanks before next push. Keep training e3/2tnk queue going as cash allows.", "raw": "{\"thoughts\":\"Cash tight; let harvesters keep mining, regroup scattered army near base before pushing again. Production queues are full and running on stored ore income; just keep idle units grouped and moving toward safety.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Economy low, wait for cash to build up from harvesters. Regroup #225,#208,#214 back toward home base at (17,16) area to merge with tanks before next assault. Keep 2tnk/e3 queues running.\",\"commands\":[{\"do\":\"move\",\"units\":[225],\"x\":40,\"y\":18},{\"do\":\"move\",\"units\":[208],\"x\":40,\"y\":18},{\"do\":\"move\",\"units\":[214],\"x\":40,\"y\":18},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3179, "completion_tokens": 329, "total_tokens": 3508, "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": 0.009648, "upstream_inference_prompt_cost": 0.006358, "upstream_inference_completions_cost": 0.00329}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.15, "thoughts": "Cash tight; let harvesters keep mining, regroup scattered army near base before pushing again. Production queues are full and running on stored ore income; just keep idle units grouped and moving toward safety.", "notes": "Enemy base at (95,11), pillbox at (93,9). Economy low, wait for cash to build up from harvesters. Regroup #225,#208,#214 back toward home base at (17,16) area to merge with tanks before next assault. Keep 2tnk/e3 queues running.", "commands": [{"do": "move", "units": [225], "x": 40, "y": 18}, {"do": "move", "units": [208], "x": 40, "y": 18}, {"do": "move", "units": [214], "x": 40, "y": 18}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}], "feedback": ["move: 1 units", "move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 17200, "army_value": 3300, "income": 4000, "experience": 91, "order_count": 141}}
{"tick": 13001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:40 (tick 13001 of 30000; you act every 200 ticks = 8s). 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 $673 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $14700, army $5000, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.3%.\nPRODUCTION: Building: weap 85%; Building: powr 0%; Building: powr 0%; Defense: pbox 77%; Vehicle: 1tnk 57%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #216@(90,11)73%* #224@(90,11)*\n  harv (Ore Truck (harvester)) x4: #133@(105,27) #182@(101,18) #188@(102,21) #207@(99,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #140: ordered\n  - repair #150: ordered\n  - rally #134: ordered\n  - stance: 2 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Canceled fix so powr builds right after 2nd weap finishes. Low power (100/160) slows production. 4 harvesters active. Once power is stabilized, build fix to unlock Medium Tanks (2tnk).", "raw": "{\"thoughts\": \"Still low power (100/160) slowing everything, and cash is nearly zero ($673 stored). Power plants are already queued after the near-complete war factory, so I mainly need to unlock tanks and wait for ore. I'll queue the Service Depot and stage units defensively while economy recovers.\", \"notes\": \"Weap ~85% then 2x powr queued; queued fix next for 2tnk. 4 harvesters mining, cash low. Enemy start (12,16), no enemy visible. Keep base defended, push once medium tanks + power online.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"}, {\"do\":\"rally\",\"building\":150,\"x\":92,\"y\":14}, {\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":12}, {\"do\":\"stance\",\"units\":[216,224],\"stance\":\"defend\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1717, "completion_tokens": 1695, "total_tokens": 3412, "cost": 0.002323308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002323308, "upstream_inference_prompt_cost": 0.000289308, "upstream_inference_completions_cost": 0.002034}, "completion_tokens_details": {"reasoning_tokens": 1501, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.34, "thoughts": "Still low power (100/160) slowing everything, and cash is nearly zero ($673 stored). Power plants are already queued after the near-complete war factory, so I mainly need to unlock tanks and wait for ore. I'll queue the Service Depot and stage units defensively while economy recovers.", "notes": "Weap ~85% then 2x powr queued; queued fix next for 2tnk. 4 harvesters mining, cash low. Enemy start (12,16), no enemy visible. Keep base defended, push once medium tanks + power online.", "commands": [{"do": "build", "item": "fix"}, {"do": "rally", "building": 150, "x": 92, "y": 14}, {"do": "rally", "building": 134, "x": 92, "y": 12}, {"do": "stance", "units": [216, 224], "stance": "defend"}], "feedback": ["build fix: started", "rally #150: ordered", "rally #134: ordered", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14700, "army_value": 700, "income": 7750, "experience": 96, "order_count": 91}}
{"tick": 13201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:48 (tick 13201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $464 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $17500, army $6800, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.3%.\nPRODUCTION: Vehicle: 2tnk 67%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 12%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #222@(17,17)* #225@(61,27)\n  2tnk.husk (2tnk.husk) x1: #223@(85,11)50%*\n  e3 (Rocket Soldier) x6: #208@(63,26)89% #214@(63,25) #217@(14,19)* #221@(14,18)* #226@(14,18)* #227@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(7,27)67% #142@(6,30) #220@(10,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Economy low, wait for cash to build up from harvesters. Regroup #225,#208,#214 back toward home base at (17,16) area to merge with tanks before next assault. Keep 2tnk/e3 queues running.", "raw": "{\"thoughts\":\"Economy stable, keep producing tanks and rocket soldiers. Regroup scattered units near home base before next push toward enemy at (95,11).\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.\",\"commands\":[{\"do\":\"move\",\"units\":[225,208,214],\"x\":20,\"y\":18},{\"do\":\"stop\",\"units\":[222]},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3187, "completion_tokens": 276, "total_tokens": 3463, "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": 0.009134, "upstream_inference_prompt_cost": 0.006374, "upstream_inference_completions_cost": 0.00276}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.0, "thoughts": "Economy stable, keep producing tanks and rocket soldiers. Regroup scattered units near home base before next push toward enemy at (95,11).", "notes": "Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "commands": [{"do": "move", "units": [225, 208, 214], "x": 20, "y": 18}, {"do": "stop", "units": [222]}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 3 units", "stop: 1 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 17500, "army_value": 3600, "income": 5000, "experience": 91, "order_count": 141}}
{"tick": 13201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:48 (tick 13201 of 30000; you act every 200 ticks = 8s). 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 $731 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $14700, army $5000, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.3%.\nPRODUCTION: Building: weap 91%; Building: fix 0%; Building: powr 0%; Building: powr 0%; Defense: pbox 95%; Vehicle: 1tnk 73%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 97%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #216@(90,11)73%* #224@(90,11)*\n  harv (Ore Truck (harvester)) x4: #133@(103,28) #182@(109,25) #188@(100,17) #207@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - rally #150: ordered\n  - rally #134: ordered\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Weap ~85% then 2x powr queued; queued fix next for 2tnk. 4 harvesters mining, cash low. Enemy start (12,16), no enemy visible. Keep base defended, push once medium tanks + power online.", "raw": "{\"thoughts\": \"We're at LOW POWER (100/160) which cripples production, and cash is nearly zero. Power must come online before anything else, so I'll cancel the queued Service Depot so the Power Plant builds next after the War Factory finishes. Keep harvesters mining and idle rocket soldiers defending.\", \"notes\": \"Cancelled fix to fast-track powr. Building queue: weap(~91%)->powr->powr. We have 3 procs + 4 harvesters, income should recover. No enemy visible; enemy start (12,16). Next: place pbox when ready, re-add fix once power up, then build 2tnk army and push west.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"fix\"},{\"do\":\"stance\",\"units\":[216,224],\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":1}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1721, "completion_tokens": 1534, "total_tokens": 3255, "cost": 0.002131308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002131308, "upstream_inference_prompt_cost": 0.000290508, "upstream_inference_completions_cost": 0.0018408}, "completion_tokens_details": {"reasoning_tokens": 1343, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.53, "thoughts": "We're at LOW POWER (100/160) which cripples production, and cash is nearly zero. Power must come online before anything else, so I'll cancel the queued Service Depot so the Power Plant builds next after the War Factory finishes. Keep harvesters mining and idle rocket soldiers defending.", "notes": "Cancelled fix to fast-track powr. Building queue: weap(~91%)->powr->powr. We have 3 procs + 4 harvesters, income should recover. No enemy visible; enemy start (12,16). Next: place pbox when ready, re-add fix once power up, then build 2tnk army and push west.", "commands": [{"do": "cancel", "item": "fix"}, {"do": "stance", "units": [216, 224], "stance": "defend"}, {"do": "train", "item": "e3", "count": 1}], "feedback": ["stance: 2 units", "train 1x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 14700, "army_value": 700, "income": 7250, "experience": 96, "order_count": 92}}
{"tick": 13401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 8:56 (tick 13401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $17500, army $6800, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.5%.\nPRODUCTION: Vehicle: 2tnk 94%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #222@(17,17)* #225@(47,27)\n  2tnk.husk (2tnk.husk) x1: #223@(85,11)32%*\n  e3 (Rocket Soldier) x6: #208@(54,28)89% #214@(55,28) #217@(14,19)* #221@(14,18)* #226@(14,18)* #227@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(5,30)67% #142@(7,28) #220@(6,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - stop: 1 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "raw": "{\"thoughts\":\"Economy stable, production running. Regroup scattered units near base and keep pumping tanks/rockets before pushing toward enemy base at (95,11).\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.\",\"commands\":[{\"do\":\"move\",\"units\":[225,208,214],\"x\":17,\"y\":16},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3199, "completion_tokens": 287, "total_tokens": 3486, "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": 0.009268, "upstream_inference_prompt_cost": 0.006398, "upstream_inference_completions_cost": 0.00287}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Economy stable, production running. Regroup scattered units near base and keep pumping tanks/rockets before pushing toward enemy base at (95,11).", "notes": "Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "commands": [{"do": "move", "units": [225, 208, 214], "x": 17, "y": 16}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 3 units", "train 3x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 17500, "army_value": 3600, "income": 4500, "experience": 91, "order_count": 143}}
{"tick": 13401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 8:56 (tick 13401 of 30000; you act every 200 ticks = 8s). 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 $871 (storage 6000), power 100 made / 160 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $15000, army $5300, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.4%.\nPRODUCTION: Building: weap 96%; Building: powr 0%; Building: powr 0%; Defense: pbox READY TO PLACE; Vehicle: 1tnk 88%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 34%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #216@(90,11)73%* #224@(90,11)* #228@(92,12)*\n  harv (Ore Truck (harvester)) x4: #133@(99,22) #182@(105,23) #188@(106,27) #207@(100,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - train 1x e3: queued\nYOUR NOTES FROM LAST TURN: Cancelled fix to fast-track powr. Building queue: weap(~91%)->powr->powr. We have 3 procs + 4 harvesters, income should recover. No enemy visible; enemy start (12,16). Next: place pbox when ready, re-add fix once power up, then build 2tnk army and push west.", "raw": "{\"thoughts\": \"Low power is throttling everything; two powr are already queued behind the near-finished weap, so economy should recover shortly. Cash is $0, so I'll just place the ready pillbox, set a rally point, and let queues run.\", \"notes\": \"Building queue: weap(~96%)->powr->powr. Place pbox now. Power critical. No enemy visible; enemy start (12,16) west. Next: once power up, re-add fix then mass 2tnk+1tnk push west.\", \"commands\": [{\"do\":\"place\",\"item\":\"pbox\",\"x\":90,\"y\":9},{\"do\":\"rally\",\"building\":150,\"x\":89,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":89,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1735, "completion_tokens": 440, "total_tokens": 2175, "cost": 0.000822708, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000822708, "upstream_inference_prompt_cost": 0.000294708, "upstream_inference_completions_cost": 0.000528}, "completion_tokens_details": {"reasoning_tokens": 265, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Low power is throttling everything; two powr are already queued behind the near-finished weap, so economy should recover shortly. Cash is $0, so I'll just place the ready pillbox, set a rally point, and let queues run.", "notes": "Building queue: weap(~96%)->powr->powr. Place pbox now. Power critical. No enemy visible; enemy start (12,16) west. Next: once power up, re-add fix then mass 2tnk+1tnk push west.", "commands": [{"do": "place", "item": "pbox", "x": 90, "y": 9}, {"do": "rally", "building": 150, "x": 89, "y": 14}, {"do": "rally", "building": 134, "x": 89, "y": 14}], "feedback": ["place pbox: ordered (auto-relocated near base if the spot was invalid)", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 15000, "army_value": 1000, "income": 7750, "experience": 96, "order_count": 94}}
{"tick": 13601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:04 (tick 13601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $391 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $17500, army $6800, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.8%.\nPRODUCTION: Vehicle: 2tnk 97%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 100%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #222@(17,17)* #225@(34,19)\n  2tnk.husk (2tnk.husk) x1: #223@(85,11)15%*\n  e3 (Rocket Soldier) x6: #208@(45,27)89% #214@(46,23) #217@(14,19)* #221@(14,18)* #226@(14,18)* #227@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(8,25)67% #142@(10,20) #220@(9,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - train 3x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "raw": "{\"thoughts\":\"Keep production rolling and regroup scattered units near base before pushing east toward enemy at (95,11). Idle tanks and rocket soldiers should consolidate.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.\",\"commands\":[{\"do\":\"move\",\"units\":[225,208,214],\"x\":17,\"y\":16},{\"do\":\"stop\",\"units\":[223]},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3271, "completion_tokens": 256, "total_tokens": 3527, "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": 0.009102, "upstream_inference_prompt_cost": 0.006542, "upstream_inference_completions_cost": 0.00256}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.49, "thoughts": "Keep production rolling and regroup scattered units near base before pushing east toward enemy at (95,11). Idle tanks and rocket soldiers should consolidate.", "notes": "Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "commands": [{"do": "move", "units": [225, 208, 214], "x": 17, "y": 16}, {"do": "stop", "units": [223]}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["move: 3 units", "stop: 1 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 17500, "army_value": 3600, "income": 4425, "experience": 91, "order_count": 148}}
{"tick": 13601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:04 (tick 13601 of 30000; you act every 200 ticks = 8s). 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 $1081 (storage 6000), power 100 made / 180 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $16400, army $6000, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.4%.\nPRODUCTION: Building: weap READY TO PLACE; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 4%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(90,15)\n  e3 (Rocket Soldier) x3: #216@(90,11)73%* #224@(90,11)* #228@(92,12)*\n  harv (Ore Truck (harvester)) x4: #133@(100,18) #182@(99,16) #188@(103,25) #207@(104,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place pbox: ordered (auto-relocated near base if the spot was invalid)\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Building queue: weap(~96%)->powr->powr. Place pbox now. Power critical. No enemy visible; enemy start (12,16) west. Next: once power up, re-add fix then mass 2tnk+1tnk push west.", "raw": "{\"thoughts\": \"Power is critically low and the war factory is ready to place. I'll place it, repair the damaged pillbox, keep production queues busy, and hold position until power recovers before pushing west toward the enemy start.\", \"notes\": \"Build queue: weap READY -> place now, then powr x2 to fix low power. Enemy start (12,16) west. Army still tiny (1 light tank + 3 e3). Next: once power > use, add fix and mass 1tnk/2tnk + e3, then attack_move west.\", \"commands\": [{\"do\":\"place\",\"item\":\"weap\"}, {\"do\":\"repair\",\"building\":140}, {\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":5}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1748, "completion_tokens": 878, "total_tokens": 2626, "cost": 0.001352208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001352208, "upstream_inference_prompt_cost": 0.000298608, "upstream_inference_completions_cost": 0.0010536}, "completion_tokens_details": {"reasoning_tokens": 672, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.74, "thoughts": "Power is critically low and the war factory is ready to place. I'll place it, repair the damaged pillbox, keep production queues busy, and hold position until power recovers before pushing west toward the enemy start.", "notes": "Build queue: weap READY -> place now, then powr x2 to fix low power. Enemy start (12,16) west. Army still tiny (1 light tank + 3 e3). Next: once power > use, add fix and mass 1tnk/2tnk + e3, then attack_move west.", "commands": [{"do": "place", "item": "weap"}, {"do": "repair", "building": 140}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "rally", "building": 134, "x": 92, "y": 12}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "repair #140: ordered", "build powr: started", "train 5x e3: queued", "train 2x 1tnk: queued", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 16400, "army_value": 1800, "income": 7750, "experience": 96, "order_count": 95}}
{"tick": 13801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:12 (tick 13801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $297 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $18950, army $8250, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Vehicle: 2tnk 34%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 10%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #222@(17,18)* #225@(19,17) #238@(17,17)*\n  e3 (Rocket Soldier) x8: #208@(35,25)89% #214@(36,23) #217@(14,19)* #221@(13,18)* #226@(13,18) #227@(14,19)* #236@(15,18)* #240@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(5,29) #220@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 3 units\n  - stop: 1 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Regroup all army near (17,16) before pushing east. Keep 2tnk/e3 queues running continuously. Once 8+ units grouped, attack_move to enemy base.", "raw": "{\"thoughts\":\"I have a decent force of 3 tanks and 8 rocket soldiers scattered. Let's regroup them and push toward enemy base at (95,11) since we have enough units now. Keep production running.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Pushing all_army toward enemy base via attack_move. Keep 2tnk/e3 queues running continuously, add more harvesters if cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3290, "completion_tokens": 256, "total_tokens": 3546, "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": 0.00914, "upstream_inference_prompt_cost": 0.00658, "upstream_inference_completions_cost": 0.00256}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.3, "thoughts": "I have a decent force of 3 tanks and 8 rocket soldiers scattered. Let's regroup them and push toward enemy base at (95,11) since we have enough units now. Keep production running.", "notes": "Enemy base at (95,11), pillbox at (93,9). Pushing all_army toward enemy base via attack_move. Keep 2tnk/e3 queues running continuously, add more harvesters if cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 11 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 18950, "army_value": 5050, "income": 5000, "experience": 91, "order_count": 152}}
{"tick": 13801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:12 (tick 13801 of 30000; you act every 200 ticks = 8s). 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 $1250 (storage 6000), power 100 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $18700, army $6300, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.5%.\nPRODUCTION: Building: powr 36%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 20%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 8%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(89,14)*\n  e3 (Rocket Soldier) x4: #216@(90,11)73%* #224@(90,11)* #228@(92,12)* #239@(93,8)\n  harv (Ore Truck (harvester)) x4: #133@(104,27) #182@(104,23) #188@(104,26) #207@(99,23)\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  - repair #140: ordered\n  - build powr: started\n  - train 5x e3: queued\n  - train 2x 1tnk: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Build queue: weap READY -> place now, then powr x2 to fix low power. Enemy start (12,16) west. Army still tiny (1 light tank + 3 e3). Next: once power > use, add fix and mass 1tnk/2tnk + e3, then attack_move west.", "raw": "{\"thoughts\": \"Low power is throttling production; 3 powr already queued so that will resolve. Cash is minimal ($1250 stored), army tiny (1 tank + 4 e3). I'll add a Service Depot to unlock Medium Tanks, keep unit production queued, and hold the small army defensively near base until it grows.\", \"notes\": \"Enemy W at (12,16). Power fix in progress (3 powr queued). Building Service Depot next for 2tnk. Army: 1 light tank + 4 e3, keep home defending. Keep e3/1tnk queues full; mass 8+ before pushing west.\", \"commands\": [{\"do\":\"build\",\"item\":\"fix\"}, {\"do\":\"rally\",\"building\":237,\"x\":88,\"y\":12}, {\"do\":\"rally\",\"building\":150,\"x\":88,\"y\":13}, {\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":10}, {\"do\":\"move\",\"units\":[235,216,224,228,239],\"x\":89,\"y\":12}, {\"do\":\"train\",\"item\":\"e3\",\"count\":4}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1858, "completion_tokens": 1178, "total_tokens": 3036, "cost": 0.001745208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001745208, "upstream_inference_prompt_cost": 0.000331608, "upstream_inference_completions_cost": 0.0014136}, "completion_tokens_details": {"reasoning_tokens": 915, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.08, "thoughts": "Low power is throttling production; 3 powr already queued so that will resolve. Cash is minimal ($1250 stored), army tiny (1 tank + 4 e3). I'll add a Service Depot to unlock Medium Tanks, keep unit production queued, and hold the small army defensively near base until it grows.", "notes": "Enemy W at (12,16). Power fix in progress (3 powr queued). Building Service Depot next for 2tnk. Army: 1 light tank + 4 e3, keep home defending. Keep e3/1tnk queues full; mass 8+ before pushing west.", "commands": [{"do": "build", "item": "fix"}, {"do": "rally", "building": 237, "x": 88, "y": 12}, {"do": "rally", "building": 150, "x": 88, "y": 13}, {"do": "rally", "building": 134, "x": 90, "y": 10}, {"do": "move", "units": [235, 216, 224, 228, 239], "x": 89, "y": 12}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["build fix: started", "rally #237: ordered", "rally #150: ordered", "rally #134: ordered", "move: 5 units", "train 4x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18700, "army_value": 2100, "income": 8250, "experience": 96, "order_count": 104}}
{"tick": 14001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:20 (tick 14001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $133 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $19250, army $8550, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Vehicle: 2tnk 73%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 20%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #222@(29,20) #225@(26,20) #238@(31,20)\n  e3 (Rocket Soldier) x9: #208@(43,24)89% #214@(44,24) #217@(21,22) #221@(20,21) #226@(20,21) #227@(21,22) #236@(20,21) #240@(20,22) #241@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(6,27)67% #142@(4,27) #220@(8,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Pushing all_army toward enemy base via attack_move. Keep 2tnk/e3 queues running continuously, add more harvesters if cash allows.", "raw": "{\"thoughts\":\"Keep pushing tanks and rocket soldiers toward enemy base, keep production rolling. Idle e3 should join the group.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). All_army pushing east via attack_move. Keep 2tnk/e3 queues running continuously, add harvester if cash allows.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3318, "completion_tokens": 210, "total_tokens": 3528, "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": 0.008736, "upstream_inference_prompt_cost": 0.006636, "upstream_inference_completions_cost": 0.0021}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.76, "thoughts": "Keep pushing tanks and rocket soldiers toward enemy base, keep production rolling. Idle e3 should join the group.", "notes": "Enemy base at (95,11), pillbox at (93,9). All_army pushing east via attack_move. Keep 2tnk/e3 queues running continuously, add harvester if cash allows.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 12 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19250, "army_value": 5350, "income": 5000, "experience": 91, "order_count": 156}}
{"tick": 14001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:20 (tick 14001 of 30000; you act every 200 ticks = 8s). 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 $1416 (storage 6000), power 100 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $18700, army $6300, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.5%.\nPRODUCTION: Building: powr 73%; Building: fix 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 36%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(89,13)*\n  e3 (Rocket Soldier) x4: #216@(89,12)73%* #224@(89,12)* #228@(89,12)* #239@(89,12)*\n  harv (Ore Truck (harvester)) x4: #133@(105,26) #182@(103,25) #188@(101,23) #207@(99,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - rally #237: ordered\n  - rally #150: ordered\n  - rally #134: ordered\n  - move: 5 units\n  - train 4x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy W at (12,16). Power fix in progress (3 powr queued). Building Service Depot next for 2tnk. Army: 1 light tank + 4 e3, keep home defending. Keep e3/1tnk queues full; mass 8+ before pushing west.", "raw": "{\"thoughts\": \"Power is critically low and cash is empty, so I'll cancel the Service Depot to let the queued Power Plants come through faster. Army is tiny (1 Light Tank + 4 e3), so keep it home defending the base while production queues stay full and harvesters keep mining.\", \"notes\": \"Enemy at (12,16) - west. Cancelled fix to prioritize power. 3 powr should fix low power. Keep e3/1tnk spam; mass 8+ before attacking west. Harvesters 4, income decent.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"fix\"}, {\"do\":\"build\",\"item\":\"powr\"}, {\"do\":\"train\",\"item\":\"e3\",\"count\":4}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"stance\",\"units\":[216,224,228,239,235],\"stance\":\"defend\"}, {\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":13}, {\"do\":\"rally\",\"building\":237,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1901, "completion_tokens": 1458, "total_tokens": 3359, "cost": 0.002094108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002094108, "upstream_inference_prompt_cost": 0.000344508, "upstream_inference_completions_cost": 0.0017496}, "completion_tokens_details": {"reasoning_tokens": 1228, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 14.53, "thoughts": "Power is critically low and cash is empty, so I'll cancel the Service Depot to let the queued Power Plants come through faster. Army is tiny (1 Light Tank + 4 e3), so keep it home defending the base while production queues stay full and harvesters keep mining.", "notes": "Enemy at (12,16) - west. Cancelled fix to prioritize power. 3 powr should fix low power. Keep e3/1tnk spam; mass 8+ before attacking west. Harvesters 4, income decent.", "commands": [{"do": "cancel", "item": "fix"}, {"do": "build", "item": "powr"}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "stance", "units": [216, 224, 228, 239, 235], "stance": "defend"}, {"do": "rally", "building": 134, "x": 90, "y": 13}, {"do": "rally", "building": 237, "x": 90, "y": 13}], "feedback": ["build powr: started", "train 4x e3: queued", "train 2x 1tnk: queued", "stance: 5 units", "rally #134: ordered", "rally #237: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18700, "army_value": 2100, "income": 7750, "experience": 96, "order_count": 111}}
{"tick": 14201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:28 (tick 14201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $430 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $19250, army $8550, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Vehicle: 2tnk 86%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 53%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #222@(43,24) #225@(39,23) #238@(45,25)\n  e3 (Rocket Soldier) x9: #208@(53,27)89% #214@(53,27) #217@(31,24) #221@(29,24) #226@(30,24) #227@(31,24) #236@(29,24) #240@(30,24) #241@(22,23)\n  harv (Ore Truck (harvester)) x3: #130@(4,29)67% #142@(10,20) #220@(11,28)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). All_army pushing east via attack_move. Keep 2tnk/e3 queues running continuously, add harvester if cash allows.", "raw": "{\"thoughts\":\"Continue pushing army toward enemy base and keep production going. Consolidate scattered units and advance together.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Army split between (43,24) area and (29,24) area - regroup and push east together. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3361, "completion_tokens": 181, "total_tokens": 3542, "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": 0.008532, "upstream_inference_prompt_cost": 0.006722, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.34, "thoughts": "Continue pushing army toward enemy base and keep production going. Consolidate scattered units and advance together.", "notes": "Enemy base at (95,11), pillbox at (93,9). Army split between (43,24) area and (29,24) area - regroup and push east together. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 12 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19250, "army_value": 5350, "income": 5500, "experience": 91, "order_count": 160}}
{"tick": 14201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:28 (tick 14201 of 30000; you act every 200 ticks = 8s). 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 $1113 (storage 6000), power 100 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $18700, army $6300, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.5%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 52%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 82%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(89,13)*\n  e3 (Rocket Soldier) x4: #216@(89,12)73%* #224@(89,12)* #228@(89,12)* #239@(89,12)*\n  harv (Ore Truck (harvester)) x4: #133@(105,25) #182@(106,28) #188@(99,16) #207@(103,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - train 4x e3: queued\n  - train 2x 1tnk: queued\n  - stance: 5 units\n  - rally #134: ordered\n  - rally #237: ordered\nYOUR NOTES FROM LAST TURN: Enemy at (12,16) - west. Cancelled fix to prioritize power. 3 powr should fix low power. Keep e3/1tnk spam; mass 8+ before attacking west. Harvesters 4, income decent.", "raw": "{\"thoughts\": \"Low power is throttling everything and cash is at $0, so first priority is placing the ready Power Plant. Harvesters are mining; I'll keep them going and let the queued tanks/rockets finish. Army is too small to attack yet, so mass units near base.\", \"notes\": \"Enemy west at (12,16). Placed powr to fix low power. Massing e3/1tnk. Don't attack until 8+ units. Keep harvesters mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"}, {\"do\":\"harvest\",\"unit\":133}, {\"do\":\"harvest\",\"unit\":182}, {\"do\":\"harvest\",\"unit\":188}, {\"do\":\"harvest\",\"unit\":207}, {\"do\":\"train\",\"item\":\"e3\",\"count\":5}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":2}, {\"do\":\"rally\",\"building\":150,\"x\":90,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1932, "completion_tokens": 454, "total_tokens": 2386, "cost": 0.000898608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000898608, "upstream_inference_prompt_cost": 0.000353808, "upstream_inference_completions_cost": 0.0005448}, "completion_tokens_details": {"reasoning_tokens": 243, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.42, "thoughts": "Low power is throttling everything and cash is at $0, so first priority is placing the ready Power Plant. Harvesters are mining; I'll keep them going and let the queued tanks/rockets finish. Army is too small to attack yet, so mass units near base.", "notes": "Enemy west at (12,16). Placed powr to fix low power. Massing e3/1tnk. Don't attack until 8+ units. Keep harvesters mining.", "commands": [{"do": "place", "item": "powr"}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "rally", "building": 150, "x": 90, "y": 13}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 5x e3: queued", "train 2x 1tnk: queued", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18700, "army_value": 2100, "income": 7250, "experience": 96, "order_count": 119}}
{"tick": 14401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:36 (tick 14401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $382 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20400, army $9700, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 29.9%.\nPRODUCTION: Vehicle: 2tnk 18%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #222@(56,28) #225@(53,27) #238@(58,28) #243@(17,17)*\n  e3 (Rocket Soldier) x10: #208@(62,27)89% #214@(63,26) #217@(42,24) #221@(40,24) #226@(41,24) #227@(42,24) #236@(40,24) #240@(40,24) #241@(32,24) #244@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(8,25)67% #142@(2,29) #220@(10,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Army split between (43,24) area and (29,24) area - regroup and push east together. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Consolidate scattered units into one force and push east toward enemy base at (95,11). Keep production rolling.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Regroup all units at ~(50,26) then push east together. Keep 2tnk/e3 production continuous.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[\"#217\",\"#221\",\"#226\",\"#227\",\"#236\",\"#240\",\"#241\"],\"x\":56,\"y\":27},\n{\"do\":\"attack_move\",\"units\":[\"#222\",\"#225\",\"#238\",\"#208\",\"#214\"],\"x\":95,\"y\":11},\n{\"do\":\"move\",\"units\":[\"#243\",\"#244\"],\"x\":56,\"y\":27},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3406, "completion_tokens": 288, "total_tokens": 3694, "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": 0.009692, "upstream_inference_prompt_cost": 0.006812, "upstream_inference_completions_cost": 0.00288}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Consolidate scattered units into one force and push east toward enemy base at (95,11). Keep production rolling.", "notes": "Enemy base at (95,11), pillbox at (93,9). Regroup all units at ~(50,26) then push east together. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": ["#217", "#221", "#226", "#227", "#236", "#240", "#241"], "x": 56, "y": 27}, {"do": "attack_move", "units": ["#222", "#225", "#238", "#208", "#214"], "x": 95, "y": 11}, {"do": "move", "units": ["#243", "#244"], "x": 56, "y": 27}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 7 units", "attack_move: 5 units", "move: 2 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20400, "army_value": 6500, "income": 6000, "experience": 91, "order_count": 164}}
{"tick": 14401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:36 (tick 14401 of 30000; you act every 200 ticks = 8s). 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 $1282 (storage 6000), power 200 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $19300, army $6600, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.6%.\nPRODUCTION: Building: powr 36%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 68%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 19%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(89,13)*\n  e3 (Rocket Soldier) x5: #216@(89,12)73%* #224@(89,12)* #228@(89,12)* #239@(89,12)* #245@(90,7)\n  harv (Ore Truck (harvester)) x4: #133@(107,28) #182@(100,19) #188@(105,22) #207@(103,26)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - train 5x e3: queued\n  - train 2x 1tnk: queued\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Placed powr to fix low power. Massing e3/1tnk. Don't attack until 8+ units. Keep harvesters mining.", "raw": "{\"thoughts\": \"Low power is slowing everything; powr is already in progress. Cash is tight so I'll let existing queues drain, keep harvesters mining, and hold my small army near base until I have 8+ units before pushing west.\", \"notes\": \"Enemy west at (12,16). Powr under construction to fix low power. Massing e3/1tnk/harv. Hold defense until 8+ units, then push.\", \"commands\": [{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"stance\",\"units\":[216,224,228,239,245,235],\"stance\":\"defend\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1972, "completion_tokens": 612, "total_tokens": 2584, "cost": 0.001100208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001100208, "upstream_inference_prompt_cost": 0.000365808, "upstream_inference_completions_cost": 0.0007344}, "completion_tokens_details": {"reasoning_tokens": 438, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.27, "thoughts": "Low power is slowing everything; powr is already in progress. Cash is tight so I'll let existing queues drain, keep harvesters mining, and hold my small army near base until I have 8+ units before pushing west.", "notes": "Enemy west at (12,16). Powr under construction to fix low power. Massing e3/1tnk/harv. Hold defense until 8+ units, then push.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "stance", "units": [216, 224, 228, 239, 245, 235], "stance": "defend"}, {"do": "build", "item": "weap"}], "feedback": ["stance: 6 units", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 19300, "army_value": 2400, "income": 7250, "experience": 96, "order_count": 127}}
{"tick": 14601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:44 (tick 14601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $280 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20700, army $10000, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 30%.\nPRODUCTION: Vehicle: 2tnk 53%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 45%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #222@(67,23) #225@(65,25) #238@(69,21) #243@(31,20)\n  e3 (Rocket Soldier) x11: #208@(70,19)89% #214@(70,18) #217@(52,27) #221@(50,26) #226@(51,26) #227@(51,26) #236@(50,26) #240@(50,26) #241@(43,24) #244@(24,18) #246@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(10,22)67% #142@(5,31) #220@(9,32)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 5 units\n  - move: 2 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Regroup all units at ~(50,26) then push east together. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Consolidate scattered units and push toward enemy base at (95,11). Keep production running.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Regroup all units near (52,26) then push east together as one force. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[222,225,238,243],\"x\":52,\"y\":26},{\"do\":\"attack_move\",\"units\":[208,214],\"x\":52,\"y\":26},{\"do\":\"attack_move\",\"units\":[241,244,246],\"x\":52,\"y\":26},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3466, "completion_tokens": 268, "total_tokens": 3734, "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": 0.009612, "upstream_inference_prompt_cost": 0.006932, "upstream_inference_completions_cost": 0.00268}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.26, "thoughts": "Consolidate scattered units and push toward enemy base at (95,11). Keep production running.", "notes": "Enemy base at (95,11), pillbox at (93,9). Regroup all units near (52,26) then push east together as one force. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": [222, 225, 238, 243], "x": 52, "y": 26}, {"do": "attack_move", "units": [208, 214], "x": 52, "y": 26}, {"do": "attack_move", "units": [241, 244, 246], "x": 52, "y": 26}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 4 units", "attack_move: 2 units", "attack_move: 3 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20700, "army_value": 6800, "income": 6000, "experience": 91, "order_count": 168}}
{"tick": 14601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:44 (tick 14601 of 30000; you act every 200 ticks = 8s). 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 $1448 (storage 6000), power 200 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $19300, army $6600, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.6%.\nPRODUCTION: Building: powr 73%; Building: weap 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 84%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 56%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #235@(89,13)*\n  e3 (Rocket Soldier) x5: #216@(89,12)73%* #224@(89,12)* #228@(89,12)* #239@(89,12)* #245@(90,13)*\n  harv (Ore Truck (harvester)) x4: #133@(101,21) #182@(101,20) #188@(103,25) #207@(103,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 6 units\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Powr under construction to fix low power. Massing e3/1tnk/harv. Hold defense until 8+ units, then push.", "raw": "{\"thoughts\": \"Low power is slowing production, but a powr is at 73% and will finish soon - I'll place it immediately next turn. Cash is tight ($0 + $1448 stored), so I'll keep harvesters mining and stage my small force near the west approach while production continues.\", \"notes\": \"Enemy west at (12,16). Powr ~73% -> place ASAP. Staging army at (87,13). Keep 1tnk/e3 pumping; add power if still low.\", \"commands\": [{\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":13},{\"do\":\"move\",\"units\":[235,216,224,228,239,245],\"x\":86,\"y\":13},{\"do\":\"stance\",\"units\":[235,216,224,228,239,245],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1940, "completion_tokens": 1194, "total_tokens": 3134, "cost": 0.001789008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001789008, "upstream_inference_prompt_cost": 0.000356208, "upstream_inference_completions_cost": 0.0014328}, "completion_tokens_details": {"reasoning_tokens": 958, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.43, "thoughts": "Low power is slowing production, but a powr is at 73% and will finish soon - I'll place it immediately next turn. Cash is tight ($0 + $1448 stored), so I'll keep harvesters mining and stage my small force near the west approach while production continues.", "notes": "Enemy west at (12,16). Powr ~73% -> place ASAP. Staging army at (87,13). Keep 1tnk/e3 pumping; add power if still low.", "commands": [{"do": "rally", "building": 150, "x": 85, "y": 13}, {"do": "rally", "building": 134, "x": 85, "y": 13}, {"do": "move", "units": [235, 216, 224, 228, 239, 245], "x": 86, "y": 13}, {"do": "stance", "units": [235, 216, 224, 228, 239, 245], "stance": "defend"}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}], "feedback": ["rally #150: ordered", "rally #134: ordered", "move: 6 units", "stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 19300, "army_value": 2400, "income": 7600, "experience": 96, "order_count": 128}}
{"tick": 14801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 9:52 (tick 14801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $20700, army $10000, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 30%.\nPRODUCTION: Vehicle: 2tnk 70%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #222@(59,28) #225@(56,28) #238@(65,24) #243@(45,26)\n  e3 (Rocket Soldier) x11: #208@(63,26)89% #214@(64,25) #217@(57,29) #221@(55,28) #226@(55,28) #227@(56,28) #236@(55,28) #240@(57,29)* #241@(51,26)* #244@(32,24) #246@(25,18)\n  harv (Ore Truck (harvester)) x3: #130@(2,30)67% #142@(9,26) #220@(10,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 2 units\n  - attack_move: 3 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Regroup all units near (52,26) then push east together as one force. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Units scattered across path east; let's consolidate and push toward enemy base at (95,11). Keep production of tanks/rockets continuous.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3523, "completion_tokens": 206, "total_tokens": 3729, "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": 0.009106, "upstream_inference_prompt_cost": 0.007046, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.29, "thoughts": "Units scattered across path east; let's consolidate and push toward enemy base at (95,11). Keep production of tanks/rockets continuous.", "notes": "Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 15 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20700, "army_value": 6800, "income": 5500, "experience": 91, "order_count": 172}}
{"tick": 14801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 9:52 (tick 14801 of 30000; you act every 200 ticks = 8s). 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 $1645 (storage 6000), power 200 made / 210 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $20000, army $7300, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.6%.\nPRODUCTION: Building: powr READY TO PLACE; Building: weap 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 93%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #235@(87,13)* #247@(91,9)\n  e3 (Rocket Soldier) x5: #216@(86,13)73%* #224@(86,13)* #228@(86,13)* #239@(86,13)* #245@(86,13)*\n  harv (Ore Truck (harvester)) x4: #133@(100,17) #182@(105,28) #188@(103,28) #207@(105,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - move: 6 units\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Powr ~73% -> place ASAP. Staging army at (87,13). Keep 1tnk/e3 pumping; add power if still low.", "raw": "{\"thoughts\": \"Power is low, so placing the ready Power Plant first is critical to unblock production. My small force (2 light tanks + 5 rocket soldiers) should advance west toward the enemy base to scout and harass while I rebuild income and units.\", \"notes\": \"Enemy west ~(12,16). Place powr to fix low power. Advance army west to probe; keep 1tnk/e3 pumping. Watch damaged pbox #140.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"repair\",\"building\":140},{\"do\":\"attack_move\",\"units\":[235,247,216,224,228,239,245],\"x\":40,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1960, "completion_tokens": 769, "total_tokens": 2729, "cost": 0.001285008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001285008, "upstream_inference_prompt_cost": 0.000362208, "upstream_inference_completions_cost": 0.0009228}, "completion_tokens_details": {"reasoning_tokens": 616, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "Power is low, so placing the ready Power Plant first is critical to unblock production. My small force (2 light tanks + 5 rocket soldiers) should advance west toward the enemy base to scout and harass while I rebuild income and units.", "notes": "Enemy west ~(12,16). Place powr to fix low power. Advance army west to probe; keep 1tnk/e3 pumping. Watch damaged pbox #140.", "commands": [{"do": "place", "item": "powr"}, {"do": "repair", "building": 140}, {"do": "attack_move", "units": [235, 247, 216, 224, 228, 239, 245], "x": 40, "y": 16}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "repair #140: ordered", "attack_move: 7 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 20000, "army_value": 3100, "income": 7500, "experience": 96, "order_count": 128}}
{"tick": 15001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:00 (tick 15001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $291 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $21000, army $10300, killed $9100 (34 units, 1 bldgs), lost $9650 (19 units, 2 bldgs). Map explored 30.2%.\nPRODUCTION: Vehicle: 2tnk 82%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 26%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #222@(66,24) #225@(64,26) #238@(70,19)94% #243@(57,30)\n  e3 (Rocket Soldier) x12: #208@(68,20)89% #214@(68,20) #217@(64,24) #221@(61,28) #226@(61,27) #227@(64,23) #236@(60,28) #240@(65,23) #241@(59,28) #244@(43,24) #246@(33,24) #250@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(5,28)67% #142@(9,22) #220@(10,20)\nVISIBLE ENEMY UNITS (2):\n  #235 1tnk@(71,17) 82%, #247 1tnk@(73,15) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Army is mid-map heading east, fighting some light tanks. Continue push toward enemy base at (95,11), keep production of tanks/rockets flowing.\",\"notes\":\"Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3576, "completion_tokens": 207, "total_tokens": 3783, "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": 0.009222, "upstream_inference_prompt_cost": 0.007152, "upstream_inference_completions_cost": 0.00207}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.75, "thoughts": "Army is mid-map heading east, fighting some light tanks. Continue push toward enemy base at (95,11), keep production of tanks/rockets flowing.", "notes": "Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 9100, "deaths_cost": 9650, "units_killed": 34, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21000, "army_value": 7100, "income": 6000, "experience": 91, "order_count": 176}}
{"tick": 15001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:00 (tick 15001 of 30000; you act every 200 ticks = 8s). 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 $563 (storage 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $20900, army $7900, killed $9650 (19 units, 2 bldgs), lost $9100 (34 units, 1 bldgs). Map explored 33.7%.\nPRODUCTION: Building: weap 16%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 62%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #235@(71,17)82% #247@(73,15)\n  e3 (Rocket Soldier) x7: #216@(76,16)73% #224@(77,16) #228@(77,16) #239@(77,16) #245@(77,16) #249@(88,10) #251@(94,8)\n  harv (Ore Truck (harvester)) x4: #133@(109,26) #182@(103,26) #188@(99,18) #207@(103,27)\nVISIBLE ENEMY UNITS (3):\n  #208 e3@(68,20) 89%, #214 e3@(68,20) 100%, #238 2tnk@(70,19) 94%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - repair #140: ordered\n  - attack_move: 7 units\nYOUR NOTES FROM LAST TURN: Enemy west ~(12,16). Place powr to fix low power. Advance army west to probe; keep 1tnk/e3 pumping. Watch damaged pbox #140.", "raw": "{\"thoughts\": \"My army is probing west and has contact: 2 rocket soldiers and a Medium Tank at (68-70,19-20). I should focus it to kill those units and keep pushing toward the enemy base at (12,16). Economy is at $0 so production is stalled; harvesters are safe in the east.\", \"notes\": \"Enemy contact at ~(68,20): 2x e3 + 1x 2tnk. Push army west toward enemy base (12,16). Keep 4 harvesters mining east. Power fine. Building queue deep (weap+2 powr).\", \"commands\": [{\"do\":\"attack\",\"units\":\"all_army\",\"target\":238},{\"do\":\"attack_move\",\"units\":[216,224,228,239,245],\"x\":66,\"y\":21},{\"do\":\"attack_move\",\"units\":[235,247,249,251],\"x\":68,\"y\":20},{\"do\":\"set_rally\",\"building\":237,\"x\":75,\"y\":16},{\"do\":\"set_rally\",\"building\":134,\"x\":75,\"y\":16}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1996, "completion_tokens": 865, "total_tokens": 2861, "cost": 0.001411008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001411008, "upstream_inference_prompt_cost": 0.000373008, "upstream_inference_completions_cost": 0.001038}, "completion_tokens_details": {"reasoning_tokens": 625, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "My army is probing west and has contact: 2 rocket soldiers and a Medium Tank at (68-70,19-20). I should focus it to kill those units and keep pushing toward the enemy base at (12,16). Economy is at $0 so production is stalled; harvesters are safe in the east.", "notes": "Enemy contact at ~(68,20): 2x e3 + 1x 2tnk. Push army west toward enemy base (12,16). Keep 4 harvesters mining east. Power fine. Building queue deep (weap+2 powr).", "commands": [{"do": "attack", "units": "all_army", "target": 238}, {"do": "attack_move", "units": [216, 224, 228, 239, 245], "x": 66, "y": 21}, {"do": "attack_move", "units": [235, 247, 249, 251], "x": 68, "y": 20}, {"do": "set_rally", "building": 237, "x": 75, "y": 16}, {"do": "set_rally", "building": 134, "x": 75, "y": 16}], "feedback": ["attack: 9 units", "attack_move: 5 units", "attack_move: 4 units", "unknown command 'set_rally'", "unknown command 'set_rally'"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 9650, "deaths_cost": 9100, "units_killed": 19, "units_lost": 34, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 20900, "army_value": 3700, "income": 6500, "experience": 96, "order_count": 129}}
{"tick": 15201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:08 (tick 15201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $128 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $21300, army $10600, killed $10500 (36 units, 1 bldgs), lost $10500 (20 units, 2 bldgs). Map explored 30.2%.\nPRODUCTION: Vehicle: 2tnk 21%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #222@(71,19)38% #225@(72,20) #243@(68,23) #252@(17,17)*\n  2tnk.husk (2tnk.husk) x1: #254@(71,18)40%*\n  e3 (Rocket Soldier) x13: #208@(70,18)80% #214@(70,18)96% #217@(69,19)94% #221@(69,21) #226@(69,20) #227@(70,18)96% #236@(68,21) #240@(69,19)92% #241@(67,22) #244@(52,27) #246@(44,24) #250@(22,23) #255@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(4,31) #220@(10,29)\nVISIBLE ENEMY UNITS (5):\n  #216 e3@(74,17) 68%, #224 e3@(74,17) 84%, #228 e3@(74,17) 99%, #239 e3@(74,17) 10%, #245 e3@(74,17) 95%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11), pillbox at (93,9). Push all army east together toward enemy base. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Army stalled near (69-72,18-23) fighting enemy e3s. Push forward together toward enemy base at 95,11, keep production rolling.\",\"notes\":\"Enemy base (95,11), pillbox at (93,9). Army grouped near (70,20) fighting e3s. Push east together once grouped. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":90,\"y\":12},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3692, "completion_tokens": 227, "total_tokens": 3919, "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": 0.009654, "upstream_inference_prompt_cost": 0.007384, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.13, "thoughts": "Army stalled near (69-72,18-23) fighting enemy e3s. Push forward together toward enemy base at 95,11, keep production rolling.", "notes": "Enemy base (95,11), pillbox at (93,9). Army grouped near (70,20) fighting e3s. Push east together once grouped. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 90, "y": 12}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 2 units", "train 2x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 10500, "deaths_cost": 10500, "units_killed": 36, "units_lost": 20, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 21300, "army_value": 7400, "income": 6500, "experience": 105, "order_count": 180}}
{"tick": 15201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:08 (tick 15201 of 30000; you act every 200 ticks = 8s). 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 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $20500, army $7500, killed $10500 (20 units, 2 bldgs), lost $10500 (36 units, 1 bldgs). Map explored 33.7%.\nPRODUCTION: Building: weap 32%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 23%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #253@(90,13)*\n  e3 (Rocket Soldier) x8: #216@(74,17)68% #224@(74,17)84% #228@(74,17) #239@(74,17)10% #245@(74,17)95% #249@(78,11) #251@(86,10) #256@(94,9)\n  harv (Ore Truck (harvester)) x4: #133@(106,26) #182@(103,24) #188@(100,23) #207@(101,22)\nVISIBLE ENEMY UNITS (3):\n  #222 2tnk@(71,19) 38%, #225 2tnk@(72,20) 99%, #254 2tnk.husk@(71,18) 40%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 5 units\n  - attack_move: 4 units\n  - unknown command 'set_rally'\n  - unknown command 'set_rally'\nYOUR NOTES FROM LAST TURN: Enemy contact at ~(68,20): 2x e3 + 1x 2tnk. Push army west toward enemy base (12,16). Keep 4 harvesters mining east. Power fine. Building queue deep (weap+2 powr).", "raw": "{\"thoughts\": \"Cash is at $0 so all queues are stalled; income from 4 harvesters will restart them. Main action: push my 8 Rocket Soldiers + Light Tank west to finish the two damaged Medium Tanks at (71,19), then continue toward the enemy base at (12,16).\", \"notes\": \"Army pushing west to (~70,20) to kill 2x 2tnk. Harvesters mining east (~100-106,22-26). Power 300/210 fine. Queues deep but cash-limited; keep harassing with e3 swarm.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [216, 224, 228, 239, 245, 249, 251, 253, 256], \"x\": 70, \"y\": 20}, {\"do\": \"rally\", \"building\": 237, \"x\": 75, \"y\": 18}, {\"do\": \"rally\", \"building\": 150, \"x\": 80, \"y\": 16}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}, {\"do\": \"train\", \"item\": \"1tnk\", \"count\": 2}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2017, "completion_tokens": 1234, "total_tokens": 3251, "cost": 0.001860108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001860108, "upstream_inference_prompt_cost": 0.000379308, "upstream_inference_completions_cost": 0.0014808}, "completion_tokens_details": {"reasoning_tokens": 966, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Cash is at $0 so all queues are stalled; income from 4 harvesters will restart them. Main action: push my 8 Rocket Soldiers + Light Tank west to finish the two damaged Medium Tanks at (71,19), then continue toward the enemy base at (12,16).", "notes": "Army pushing west to (~70,20) to kill 2x 2tnk. Harvesters mining east (~100-106,22-26). Power 300/210 fine. Queues deep but cash-limited; keep harassing with e3 swarm.", "commands": [{"do": "attack_move", "units": [216, 224, 228, 239, 245, 249, 251, 253, 256], "x": 70, "y": 20}, {"do": "rally", "building": 237, "x": 75, "y": 18}, {"do": "rally", "building": 150, "x": 80, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "1tnk", "count": 2}], "feedback": ["attack_move: 9 units", "rally #237: ordered", "rally #150: ordered", "train 3x e3: queued", "train 2x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 10500, "deaths_cost": 10500, "units_killed": 20, "units_lost": 36, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 20500, "army_value": 3300, "income": 6500, "experience": 104, "order_count": 129}}
{"tick": 15401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:16 (tick 15401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $19900, army $9200, killed $11400 (39 units, 1 bldgs), lost $12200 (22 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 2tnk 58%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #243@(72,19)41% #252@(31,20)\n  2tnk.husk (2tnk.husk) x3: #254@(71,18)21%* #257@(71,19)84%* #259@(72,20)93%*\n  e3 (Rocket Soldier) x14: #208@(70,18)76% #214@(70,18)96% #217@(70,18)93% #221@(70,17) #226@(70,17) #227@(70,18)93% #236@(70,18) #240@(69,18)91% #241@(70,17) #244@(62,27) #246@(53,27) #250@(31,24) #255@(22,23) #258@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(4,28)67% #142@(4,29) #220@(8,33)\nVISIBLE ENEMY UNITS (4):\n  #228 e3@(74,17) 80%, #245 e3@(74,17) 53%, #249 e3@(74,15) 100%, #253 1tnk@(74,16) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - train 2x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), pillbox at (93,9). Army grouped near (70,20) fighting e3s. Push east together once grouped. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Group at (70,18) is engaged with enemy infantry/tank. Consolidate and push east toward enemy base at (95,11). Keep production running.\",\"notes\":\"Enemy base (95,11), pillbox at (93,9). Main force at (70,18) fighting enemy e3/1tnk. Push east together once grouped, watch for pillbox. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,241],\"x\":74,\"y\":17},{\"do\":\"attack_move\",\"units\":[243],\"x\":74,\"y\":17},{\"do\":\"move\",\"units\":[252],\"x\":70,\"y\":18},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3746, "completion_tokens": 306, "total_tokens": 4052, "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": 0.010552, "upstream_inference_prompt_cost": 0.007492, "upstream_inference_completions_cost": 0.00306}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.16, "thoughts": "Group at (70,18) is engaged with enemy infantry/tank. Consolidate and push east toward enemy base at (95,11). Keep production running.", "notes": "Enemy base (95,11), pillbox at (93,9). Main force at (70,18) fighting enemy e3/1tnk. Push east together once grouped, watch for pillbox. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 241], "x": 74, "y": 17}, {"do": "attack_move", "units": [243], "x": 74, "y": 17}, {"do": "move", "units": [252], "x": 70, "y": 18}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 9 units", "attack_move: 1 units", "move: 1 units", "train 2x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 11400, "deaths_cost": 12200, "units_killed": 39, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19900, "army_value": 6000, "income": 6000, "experience": 114, "order_count": 184}}
{"tick": 15401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:16 (tick 15401 of 30000; you act every 200 ticks = 8s). 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 $157 (storage 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $19600, army $6600, killed $12200 (22 units, 2 bldgs), lost $11400 (39 units, 1 bldgs). Map explored 33.8%.\nPRODUCTION: Building: weap 37%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 42%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 42%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #253@(74,16)\n  e3 (Rocket Soldier) x5: #228@(74,17)80% #245@(74,17)53% #249@(74,15) #251@(78,14) #256@(84,8)\n  harv (Ore Truck (harvester)) x4: #133@(105,26) #182@(104,23) #188@(105,25) #207@(99,16)\nVISIBLE ENEMY UNITS (12):\n  #208 e3@(70,18) 76%, #214 e3@(70,18) 96%, #217 e3@(70,18) 93%, #221 e3@(70,17) 100%, #226 e3@(70,17) 100%, #227 e3@(70,18) 93%, #236 e3@(70,18) 100%, #241 e3@(70,17) 100%, #243 2tnk@(72,19) 41%, #254 2tnk.husk@(71,18) 21%, #257 2tnk.husk@(71,19) 84%, #259 2tnk.husk@(72,20) 93%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - rally #237: ordered\n  - rally #150: ordered\n  - train 3x e3: queued\n  - train 2x 1tnk: queued\nYOUR NOTES FROM LAST TURN: Army pushing west to (~70,20) to kill 2x 2tnk. Harvesters mining east (~100-106,22-26). Power 300/210 fine. Queues deep but cash-limited; keep harassing with e3 swarm.", "raw": "{\"thoughts\": \"Cash is $0 but storage/harvesters are running and queues are deep; main action is the enemy e3 cluster + damaged 2tnk at (70,18). My 9-unit push is already in contact, so drive it home to clear that group, and set a forward rally so replacements gather there instead of trickling in one at a time.\", \"notes\": \"Enemy cluster ~8 e3 + 1 damaged 2tnk at (70,17-18). Pushing army (1tnk #253 + e3s) there. 3 procs/4 harv mining east. Rally factories to (84,16). Keep e3/1tnk queues fed when cash allows.\", \"commands\": [{\"do\": \"attack_move\", \"units\": [253, 228, 245, 249, 251, 256], \"x\": 70, \"y\": 18}, {\"do\": \"rally\", \"building\": 237, \"x\": 84, \"y\": 16}, {\"do\": \"rally\", \"building\": 150, \"x\": 84, \"y\": 16}, {\"do\": \"rally\", \"building\": 134, \"x\": 84, \"y\": 16}, {\"do\": \"train\", \"item\": \"e3\", \"count\": 3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2155, "completion_tokens": 1363, "total_tokens": 3518, "cost": 0.002056308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002056308, "upstream_inference_prompt_cost": 0.000420708, "upstream_inference_completions_cost": 0.0016356}, "completion_tokens_details": {"reasoning_tokens": 1070, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.6, "thoughts": "Cash is $0 but storage/harvesters are running and queues are deep; main action is the enemy e3 cluster + damaged 2tnk at (70,18). My 9-unit push is already in contact, so drive it home to clear that group, and set a forward rally so replacements gather there instead of trickling in one at a time.", "notes": "Enemy cluster ~8 e3 + 1 damaged 2tnk at (70,17-18). Pushing army (1tnk #253 + e3s) there. 3 procs/4 harv mining east. Rally factories to (84,16). Keep e3/1tnk queues fed when cash allows.", "commands": [{"do": "attack_move", "units": [253, 228, 245, 249, 251, 256], "x": 70, "y": 18}, {"do": "rally", "building": 237, "x": 84, "y": 16}, {"do": "rally", "building": 150, "x": 84, "y": 16}, {"do": "rally", "building": 134, "x": 84, "y": 16}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 6 units", "rally #237: ordered", "rally #150: ordered", "rally #134: ordered", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 12200, "deaths_cost": 11400, "units_killed": 22, "units_lost": 39, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 19600, "army_value": 2400, "income": 6500, "experience": 120, "order_count": 134}}
{"tick": 15601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:24 (tick 15601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $1 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $19050, army $8350, killed $12700 (42 units, 1 bldgs), lost $13050 (23 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 2tnk 58%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 41%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #252@(45,25)\n  2tnk.husk (2tnk.husk) x4: #254@(71,18)2%* #257@(71,19)65%* #259@(72,20)74%* #260@(72,19)65%*\n  e3 (Rocket Soldier) x14: #208@(71,17)76% #214@(71,17)96% #217@(71,17)93% #221@(71,17)90% #226@(70,17)98% #227@(70,18)93% #236@(70,18) #240@(70,17)82% #241@(71,17)49% #244@(70,22) #246@(63,26) #250@(41,24) #255@(31,24) #258@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(3,30)67% #142@(9,24) #220@(9,22)\nVISIBLE ENEMY UNITS (2):\n  #249 e3@(74,15) 91%, #251 e3@(74,15) 93%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 1 units\n  - move: 1 units\n  - train 2x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), pillbox at (93,9). Main force at (70,18) fighting enemy e3/1tnk. Push east together once grouped, watch for pillbox. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"Consolidate rocket infantry near (70-71,17-18) and push east toward enemy base at (95,11), avoiding pillbox at (93,9) if possible. Keep vehicle/infantry production running.\",\"notes\":\"Enemy base (95,11), pillbox at (93,9). Main e3 group at (70-71,17-18), pushing east. Keep 2tnk/e3 production continuous. Watch for losses on husks.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,241],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[244],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[246],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[250],\"x\":90,\"y\":13},{\"do\":\"attack_move\",\"units\":[255],\"x\":90,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3807, "completion_tokens": 367, "total_tokens": 4174, "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": 0.011284, "upstream_inference_prompt_cost": 0.007614, "upstream_inference_completions_cost": 0.00367}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.32, "thoughts": "Consolidate rocket infantry near (70-71,17-18) and push east toward enemy base at (95,11), avoiding pillbox at (93,9) if possible. Keep vehicle/infantry production running.", "notes": "Enemy base (95,11), pillbox at (93,9). Main e3 group at (70-71,17-18), pushing east. Keep 2tnk/e3 production continuous. Watch for losses on husks.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 241], "x": 90, "y": 13}, {"do": "attack_move", "units": [244], "x": 90, "y": 13}, {"do": "attack_move", "units": [246], "x": 90, "y": 13}, {"do": "attack_move", "units": [250], "x": 90, "y": 13}, {"do": "attack_move", "units": [255], "x": 90, "y": 13}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 9 units", "attack_move: 1 units", "attack_move: 1 units", "attack_move: 1 units", "attack_move: 1 units", "train 2x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 12700, "deaths_cost": 13050, "units_killed": 42, "units_lost": 23, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19050, "army_value": 5150, "income": 6000, "experience": 127, "order_count": 188}}
{"tick": 15601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:24 (tick 15601 of 30000; you act every 200 ticks = 8s). 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 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $18300, army $5300, killed $13050 (23 units, 2 bldgs), lost $12700 (42 units, 1 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 39%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 51%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x3: #249@(74,15)91% #251@(74,15)93% #256@(75,12)\n  harv (Ore Truck (harvester)) x4: #133@(100,21) #182@(99,16) #188@(99,19) #207@(105,25)\nVISIBLE ENEMY UNITS (5):\n  #208 e3@(71,17) 76%, #214 e3@(71,17) 96%, #217 e3@(71,17) 93%, #221 e3@(71,17) 90%, #241 e3@(71,17) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - rally #237: ordered\n  - rally #150: ordered\n  - rally #134: ordered\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy cluster ~8 e3 + 1 damaged 2tnk at (70,17-18). Pushing army (1tnk #253 + e3s) there. 3 procs/4 harv mining east. Rally factories to (84,16). Keep e3/1tnk queues fed when cash allows.", "raw": "{\"thoughts\": \"I'm nearly broke ($0) and almost army-less (only 3 e3 + 4 harvesters left after heavy losses). My 3 e3 at (74,15) are outnumbered 5-to-1 by enemy rocket soldiers at (71,17) \u2014 pulling them back to defend rather than feeding them. Economy is intact (3 procs/4 harv); I just need to survive, keep queues fed as income trickles in, and rebuild a real army before pushing again.\", \"notes\": \"Turtle mode: e3s pulled back to ~(86,13) to defend base. 3 procs/4 harv mining; cash $0 so production stalls\u2014wait for income. Rally factories defensively near (85,13). Rebuild 1tnk+e3 blob to 8+ before next push toward enemy at (71,17)/(12,16) start.\", \"commands\": [{\"do\":\"attack_move\",\"units\":[249,251,256],\"x\":86,\"y\":13},{\"do\":\"stance\",\"units\":[249,251,256],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":150,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":237,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2046, "completion_tokens": 1265, "total_tokens": 3311, "cost": 0.001906008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001906008, "upstream_inference_prompt_cost": 0.000388008, "upstream_inference_completions_cost": 0.001518}, "completion_tokens_details": {"reasoning_tokens": 977, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.4, "thoughts": "I'm nearly broke ($0) and almost army-less (only 3 e3 + 4 harvesters left after heavy losses). My 3 e3 at (74,15) are outnumbered 5-to-1 by enemy rocket soldiers at (71,17) \u2014 pulling them back to defend rather than feeding them. Economy is intact (3 procs/4 harv); I just need to survive, keep queues fed as income trickles in, and rebuild a real army before pushing again.", "notes": "Turtle mode: e3s pulled back to ~(86,13) to defend base. 3 procs/4 harv mining; cash $0 so production stalls\u2014wait for income. Rally factories defensively near (85,13). Rebuild 1tnk+e3 blob to 8+ before next push toward enemy at (71,17)/(12,16) start.", "commands": [{"do": "attack_move", "units": [249, 251, 256], "x": 86, "y": 13}, {"do": "stance", "units": [249, 251, 256], "stance": "defend"}, {"do": "rally", "building": 150, "x": 85, "y": 13}, {"do": "rally", "building": 237, "x": 85, "y": 13}, {"do": "rally", "building": 134, "x": 85, "y": 13}], "feedback": ["attack_move: 3 units", "stance: 3 units", "rally #150: ordered", "rally #237: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13050, "deaths_cost": 12700, "units_killed": 23, "units_lost": 42, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18300, "army_value": 1100, "income": 6000, "experience": 128, "order_count": 137}}
{"tick": 15801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:32 (tick 15801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $556 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $19350, army $8650, killed $13300 (44 units, 1 bldgs), lost $13050 (23 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 2tnk 84%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 14%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x1: #252@(59,28)\n  2tnk.husk (2tnk.husk) x3: #257@(71,19)47%* #259@(72,20)56%* #260@(72,19)47%*\n  e3 (Rocket Soldier) x15: #208@(72,17)71% #214@(72,17)96% #217@(72,17)91% #221@(72,17)86% #226@(71,17)97% #227@(71,16)93% #236@(72,17) #240@(71,16)82% #241@(72,17)11% #244@(75,18) #246@(71,22) #250@(51,26) #255@(41,24) #258@(14,18)* #262@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(9,22)67% #142@(10,20) #220@(8,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - attack_move: 1 units\n  - train 2x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), pillbox at (93,9). Main e3 group at (70-71,17-18), pushing east. Keep 2tnk/e3 production continuous. Watch for losses on husks.", "raw": "{\"thoughts\":\"Consolidate rocket soldiers and push toward enemy base. Keep tank/infantry production continuous, use idle harvesters and idle e3 at home.\",\"notes\":\"Enemy base (95,11), pillbox at (93,9). Main e3 group ~15 units near (71-72,17-18). Push east toward enemy base. Keep 2tnk/e3 production continuous.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,241,244,246],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3836, "completion_tokens": 305, "total_tokens": 4141, "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": 0.010722, "upstream_inference_prompt_cost": 0.007672, "upstream_inference_completions_cost": 0.00305}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.96, "thoughts": "Consolidate rocket soldiers and push toward enemy base. Keep tank/infantry production continuous, use idle harvesters and idle e3 at home.", "notes": "Enemy base (95,11), pillbox at (93,9). Main e3 group ~15 units near (71-72,17-18). Push east toward enemy base. Keep 2tnk/e3 production continuous.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 241, 244, 246], "x": 95, "y": 11}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "2tnk", "count": 2}], "feedback": ["attack_move: 11 units", "train 3x e3: queued", "train 2x 2tnk: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13300, "deaths_cost": 13050, "units_killed": 44, "units_lost": 23, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19350, "army_value": 5450, "income": 7000, "experience": 133, "order_count": 192}}
{"tick": 15801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:32 (tick 15801 of 30000; you act every 200 ticks = 8s). 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 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $18000, army $5000, killed $13050 (23 units, 2 bldgs), lost $13300 (44 units, 1 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 48%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 86%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 17%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #256@(85,12) #261@(90,7)\n  harv (Ore Truck (harvester)) x4: #133@(99,16) #182@(104,24) #188@(100,18) #207@(103,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - stance: 3 units\n  - rally #150: ordered\n  - rally #237: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Turtle mode: e3s pulled back to ~(86,13) to defend base. 3 procs/4 harv mining; cash $0 so production stalls\u2014wait for income. Rally factories defensively near (85,13). Rebuild 1tnk+e3 blob to 8+ before next push toward enemy at (71,17)/(12,16) start.", "raw": "{\"thoughts\": \"Cash is $0 with 4 harvesters on 3 refineries, so income is the bottleneck\u2014nothing can be built right now anyway. All queues are stuffed with tanks/infantry that will consume income as it arrives. I'll keep the two rocket soldiers defending and ensure harvesters stay mining, then let production resume once ore flows in.\", \"notes\": \"Economy stall at $0. 3 procs / 4 harv mining. Keep e3s (#256,#261) defending ~(86,13). Need more harvesters to fix income. Rebuild 8+ mixed blob (1tnk + e3) before push toward enemy start (12,16).\", \"commands\": [{\"do\":\"stance\",\"units\":[256,261],\"stance\":\"defend\"}, {\"do\":\"harvest\",\"unit\":133}, {\"do\":\"harvest\",\"unit\":182}, {\"do\":\"harvest\",\"unit\":188}, {\"do\":\"harvest\",\"unit\":207}, {\"do\":\"rally\",\"building\":150,\"x\":86,\"y\":13}, {\"do\":\"rally\",\"building\":134,\"x\":86,\"y\":13}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1970, "completion_tokens": 1102, "total_tokens": 3072, "cost": 0.001687608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001687608, "upstream_inference_prompt_cost": 0.000365208, "upstream_inference_completions_cost": 0.0013224}, "completion_tokens_details": {"reasoning_tokens": 858, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Cash is $0 with 4 harvesters on 3 refineries, so income is the bottleneck\u2014nothing can be built right now anyway. All queues are stuffed with tanks/infantry that will consume income as it arrives. I'll keep the two rocket soldiers defending and ensure harvesters stay mining, then let production resume once ore flows in.", "notes": "Economy stall at $0. 3 procs / 4 harv mining. Keep e3s (#256,#261) defending ~(86,13). Need more harvesters to fix income. Rebuild 8+ mixed blob (1tnk + e3) before push toward enemy start (12,16).", "commands": [{"do": "stance", "units": [256, 261], "stance": "defend"}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "rally", "building": 150, "x": 86, "y": 13}, {"do": "rally", "building": 134, "x": 86, "y": 13}], "feedback": ["stance: 2 units", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13050, "deaths_cost": 13300, "units_killed": 23, "units_lost": 44, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18000, "army_value": 800, "income": 6100, "experience": 128, "order_count": 137}}
{"tick": 16001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:40 (tick 16001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $393 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20500, army $9800, killed $13300 (44 units, 1 bldgs), lost $13050 (23 units, 2 bldgs). Map explored 30.3%.\nPRODUCTION: Vehicle: 2tnk 23%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 25%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (24) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #252@(69,19) #264@(17,17)*\n  2tnk.husk (2tnk.husk) x3: #257@(71,19)29%* #259@(72,20)39%* #260@(72,19)30%*\n  e3 (Rocket Soldier) x16: #208@(79,10)71% #214@(81,9)96% #217@(79,10)91% #221@(79,10)86% #226@(79,10)97% #227@(78,9)93% #236@(79,10) #240@(79,8)82% #241@(79,10)11% #244@(82,11)75% #246@(78,14) #250@(60,28) #255@(51,26) #258@(14,18)* #262@(14,18)* #265@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(7,25)67% #142@(5,32) #220@(3,30)\nVISIBLE ENEMY UNITS (2):\n  #261 e3@(85,13) 100%, #263 1tnk@(85,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 3x e3: queued\n  - train 2x 2tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11), pillbox at (93,9). Main e3 group ~15 units near (71-72,17-18). Push east toward enemy base. Keep 2tnk/e3 production continuous.", "raw": "{\"thoughts\":\"E3 group near (78-82,9-14) close to enemy base at (95,11). Push attack there, keep production going.\",\"notes\":\"Enemy base (95,11). Push e3 group east toward it. Keep training 2tnk/e3 continuously. Watch for enemy 1tnk/e3 near (85,12-13).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,241,244,246],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"attack_move\",\"units\":[264],\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3875, "completion_tokens": 262, "total_tokens": 4137, "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": 0.01037, "upstream_inference_prompt_cost": 0.00775, "upstream_inference_completions_cost": 0.00262}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.45, "thoughts": "E3 group near (78-82,9-14) close to enemy base at (95,11). Push attack there, keep production going.", "notes": "Enemy base (95,11). Push e3 group east toward it. Keep training 2tnk/e3 continuously. Watch for enemy 1tnk/e3 near (85,12-13).", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 241, 244, 246], "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "attack_move", "units": [264], "x": 95, "y": 11}], "feedback": ["attack_move: 11 units", "train 4x 2tnk: queued", "train 4x e3: queued", "attack_move: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 13300, "deaths_cost": 13050, "units_killed": 44, "units_lost": 23, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20500, "army_value": 6600, "income": 7000, "experience": 133, "order_count": 197}}
{"tick": 16001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:40 (tick 16001 of 30000; you act every 200 ticks = 8s). 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 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $18700, army $5700, killed $13050 (23 units, 2 bldgs), lost $13300 (44 units, 1 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 56%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 14%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 67%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #263@(85,12)\n  e3 (Rocket Soldier) x2: #256@(86,13) #261@(85,13)\n  harv (Ore Truck (harvester)) x4: #133@(100,21) #182@(103,22) #188@(105,24) #207@(100,20)\nVISIBLE ENEMY UNITS (2):\n  #214 e3@(81,9) 96%, #244 e3@(82,11) 75%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Economy stall at $0. 3 procs / 4 harv mining. Keep e3s (#256,#261) defending ~(86,13). Need more harvesters to fix income. Rebuild 8+ mixed blob (1tnk + e3) before push toward enemy start (12,16).", "raw": "{\"thoughts\": \"Cash is $0 with huge queues draining every ore tick; enemy rocket soldiers (#214,#244) are pushing toward our base near (81,9)-(82,11). Kill those two infantry, repair the damaged pillbox, and let the stacked queues keep producing while harvesters refill.\", \"notes\": \"Enemy raiders at (81,9)/(82,11) - engage with #263+#256+#261. Repair pbox #140. Queues heavily stacked (1tnk/e3); economy needs cash. Next: place weap #150 when done, keep 4 harv mining, rebuild 8+ blob before push to (12,16).\", \"commands\": [{\"do\":\"attack\",\"units\":[263,256,261],\"target\":214},{\"do\":\"attack\",\"units\":[263,256,261],\"target\":244},{\"do\":\"repair\",\"building\":140},{\"do\":\"rally\",\"building\":150,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1973, "completion_tokens": 854, "total_tokens": 2827, "cost": 0.001390908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001390908, "upstream_inference_prompt_cost": 0.000366108, "upstream_inference_completions_cost": 0.0010248}, "completion_tokens_details": {"reasoning_tokens": 630, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Cash is $0 with huge queues draining every ore tick; enemy rocket soldiers (#214,#244) are pushing toward our base near (81,9)-(82,11). Kill those two infantry, repair the damaged pillbox, and let the stacked queues keep producing while harvesters refill.", "notes": "Enemy raiders at (81,9)/(82,11) - engage with #263+#256+#261. Repair pbox #140. Queues heavily stacked (1tnk/e3); economy needs cash. Next: place weap #150 when done, keep 4 harv mining, rebuild 8+ blob before push to (12,16).", "commands": [{"do": "attack", "units": [263, 256, 261], "target": 214}, {"do": "attack", "units": [263, 256, 261], "target": 244}, {"do": "repair", "building": 140}, {"do": "rally", "building": 150, "x": 88, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 12}], "feedback": ["attack: 3 units", "attack: 3 units", "repair #140: ordered", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13050, "deaths_cost": 13300, "units_killed": 23, "units_lost": 44, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18700, "army_value": 1500, "income": 6100, "experience": 128, "order_count": 137}}
{"tick": 16201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:48 (tick 16201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $19900, army $9200, killed $14000 (45 units, 1 bldgs), lost $13650 (25 units, 2 bldgs). Map explored 30.5%.\nPRODUCTION: Vehicle: 2tnk 47%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 90%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #252@(70,18)* #264@(31,20)\n  2tnk.husk (2tnk.husk) x3: #257@(71,19)11%* #259@(72,20)21%* #260@(72,19)12%*\n  e3 (Rocket Soldier) x14: #208@(82,9)71% #214@(82,9)96% #217@(82,9)91% #221@(82,9)86% #226@(87,8)90% #227@(87,7)93% #236@(81,10) #240@(87,7)82% #246@(81,12) #250@(69,24) #255@(60,28) #258@(14,18)* #262@(14,18)* #265@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(6,32)67% #142@(9,28) #220@(5,30)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\n  - attack_move: 1 units\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Push e3 group east toward it. Keep training 2tnk/e3 continuously. Watch for enemy 1tnk/e3 near (85,12-13).", "raw": "{\"thoughts\":\"Rocket soldiers are near enemy base at (82-87,7-10); push them further east to attack. Keep production rolling and move idle units toward front.\",\"notes\":\"Enemy base (95,11). Pushing e3 group toward it. Keep training 2tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,246],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[258,262,265],\"x\":82,\"y\":9},{\"do\":\"move\",\"units\":[264],\"x\":70,\"y\":18},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3935, "completion_tokens": 286, "total_tokens": 4221, "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": 0.01073, "upstream_inference_prompt_cost": 0.00787, "upstream_inference_completions_cost": 0.00286}, "completion_tokens_details": {"reasoning_tokens": 52, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.56, "thoughts": "Rocket soldiers are near enemy base at (82-87,7-10); push them further east to attack. Keep production rolling and move idle units toward front.", "notes": "Enemy base (95,11). Pushing e3 group toward it. Keep training 2tnk/e3 continuously.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 246], "x": 95, "y": 11}, {"do": "move", "units": [258, 262, 265], "x": 82, "y": 9}, {"do": "move", "units": [264], "x": 70, "y": 18}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "move: 3 units", "move: 1 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 14000, "deaths_cost": 13650, "units_killed": 45, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 19900, "army_value": 6000, "income": 6000, "experience": 140, "order_count": 205}}
{"tick": 16201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:48 (tick 16201 of 30000; you act every 200 ticks = 8s). 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 6000), power 300 made / 210 used, harvesters 4.\nSCORE: assets $18000, army $5000, killed $13650 (25 units, 2 bldgs), lost $14000 (45 units, 1 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 60%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 28%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 92%, #242 powr@(93,12) 100%, #248 powr@(91,12) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x2: #256@(86,13)96%* #261@(85,13)5%*\n  harv (Ore Truck (harvester)) x4: #133@(100,20) #182@(99,16) #188@(100,17) #207@(101,17)\nVISIBLE ENEMY UNITS (3):\n  #226 e3@(87,8) 90%, #227 e3@(87,7) 93%, #240 e3@(87,7) 82%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - attack: 3 units\n  - repair #140: ordered\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy raiders at (81,9)/(82,11) - engage with #263+#256+#261. Repair pbox #140. Queues heavily stacked (1tnk/e3); economy needs cash. Next: place weap #150 when done, keep 4 harv mining, rebuild 8+ blob before push to (12,16).", "raw": "{\"thoughts\": \"Economy is stalled at $0 with heavy queues stacked (1tnk/e3), so income needs to flow and army must not be wasted. I have only 2 rocket soldiers (one nearly dead) and 3 enemy e3 raiders near my west flank - I'll pull back the crippled one and keep the other near my pillboxes to defend while harvesters keep mining.\", \"notes\": \"Enemy e3 raiders at (87,7-8) west of base. #261 at 5% hp retreating to base. #256 holding near pillbox line (~90-92,9-10). weap #150 at 60% finishing, harv queued. Next: rebuild 8+ unit blob of 1tnk+e3 at rally, then push to enemy start (12,16). Keep 4 harvesters mining constantly.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 133}, {\"do\": \"harvest\", \"unit\": 182}, {\"do\": \"harvest\", \"unit\": 188}, {\"do\": \"harvest\", \"unit\": 207}, {\"do\": \"move\", \"units\": [261], \"x\": 93, \"y\": 13}, {\"do\": \"move\", \"units\": [256], \"x\": 90, \"y\": 10}, {\"do\": \"stance\", \"units\": [256, 261], \"stance\": \"defend\"}, {\"do\": \"repair\", \"building\": 150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1996, "completion_tokens": 1696, "total_tokens": 3692, "cost": 0.002408208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002408208, "upstream_inference_prompt_cost": 0.000373008, "upstream_inference_completions_cost": 0.0020352}, "completion_tokens_details": {"reasoning_tokens": 1370, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.5, "thoughts": "Economy is stalled at $0 with heavy queues stacked (1tnk/e3), so income needs to flow and army must not be wasted. I have only 2 rocket soldiers (one nearly dead) and 3 enemy e3 raiders near my west flank - I'll pull back the crippled one and keep the other near my pillboxes to defend while harvesters keep mining.", "notes": "Enemy e3 raiders at (87,7-8) west of base. #261 at 5% hp retreating to base. #256 holding near pillbox line (~90-92,9-10). weap #150 at 60% finishing, harv queued. Next: rebuild 8+ unit blob of 1tnk+e3 at rally, then push to enemy start (12,16). Keep 4 harvesters mining constantly.", "commands": [{"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "move", "units": [261], "x": 93, "y": 13}, {"do": "move", "units": [256], "x": 90, "y": 10}, {"do": "stance", "units": [256, 261], "stance": "defend"}, {"do": "repair", "building": 150}], "feedback": ["move: 1 units", "move: 1 units", "stance: 2 units", "repair #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13650, "deaths_cost": 14000, "units_killed": 25, "units_lost": 45, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 18000, "army_value": 800, "income": 5850, "experience": 134, "order_count": 137}}
{"tick": 16401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 10:56 (tick 16401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $398 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20200, army $9500, killed $14600 (47 units, 1 bldgs), lost $13650 (25 units, 2 bldgs). Map explored 30.5%.\nPRODUCTION: Vehicle: 2tnk 53%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 7%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #252@(70,18)* #264@(45,25)\n  2tnk.husk (2tnk.husk) x1: #259@(72,20)3%*\n  e3 (Rocket Soldier) x15: #208@(86,8)71% #214@(86,8)96% #217@(86,8)91% #221@(86,8)86% #226@(87,8)79% #227@(87,7)93% #236@(85,10) #240@(87,7)82% #246@(86,12) #250@(77,16) #255@(68,21) #258@(22,23) #262@(21,22) #265@(22,23) #266@(15,18)\n  harv (Ore Truck (harvester)) x3: #130@(9,31)67% #142@(10,20) #220@(3,31)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - move: 3 units\n  - move: 1 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Pushing e3 group toward it. Keep training 2tnk/e3 continuously.", "raw": "{\"thoughts\":\"E3 group is near enemy base at (86-87,8-12); push attack toward (95,11). Keep producing tanks and infantry, gather idle harvesters back to mining.\",\"notes\":\"Enemy base (95,11). E3 group pushing in near (86,8-12). Keep training 2tnk/e3 continuously. Watch for husk/damaged units.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,246],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[250,255],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[252,264],\"x\":95,\"y\":11},\n{\"do\":\"harvest\",\"unit\":130},\n{\"do\":\"harvest\",\"unit\":220},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 3994, "completion_tokens": 328, "total_tokens": 4322, "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": 0.011268, "upstream_inference_prompt_cost": 0.007988, "upstream_inference_completions_cost": 0.00328}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.94, "thoughts": "E3 group is near enemy base at (86-87,8-12); push attack toward (95,11). Keep producing tanks and infantry, gather idle harvesters back to mining.", "notes": "Enemy base (95,11). E3 group pushing in near (86,8-12). Keep training 2tnk/e3 continuously. Watch for husk/damaged units.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 246], "x": 95, "y": 11}, {"do": "attack_move", "units": [250, 255], "x": 95, "y": 11}, {"do": "attack_move", "units": [252, 264], "x": 95, "y": 11}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 220}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "attack_move: 2 units", "attack_move: 2 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 14600, "deaths_cost": 13650, "units_killed": 47, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 2, "assets_value": 20200, "army_value": 6300, "income": 6500, "experience": 146, "order_count": 213}}
{"tick": 16401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 10:56 (tick 16401 of 30000; you act every 200 ticks = 8s). 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 6000), power 292 made / 210 used, harvesters 4.\nSCORE: assets $17400, army $4400, killed $13650 (25 units, 2 bldgs), lost $14600 (47 units, 1 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 60%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 28%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #237 weap@(91,9) 62%, #242 powr@(93,12) 100%, #248 powr@(91,12) 92%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x4: #133@(105,26) #182@(105,24) #188@(104,22) #207@(104,26)\nVISIBLE ENEMY UNITS (8):\n  #208 e3@(86,8) 71%, #214 e3@(86,8) 96%, #217 e3@(86,8) 91%, #221 e3@(86,8) 86%, #226 e3@(87,8) 79%, #227 e3@(87,7) 93%, #240 e3@(87,7) 82%, #246 e3@(86,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - move: 1 units\n  - stance: 2 units\n  - repair #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy e3 raiders at (87,7-8) west of base. #261 at 5% hp retreating to base. #256 holding near pillbox line (~90-92,9-10). weap #150 at 60% finishing, harv queued. Next: rebuild 8+ unit blob of 1tnk+e3 at rally, then push to enemy start (12,16). Keep 4 harvesters mining constantly.", "raw": "{\"thoughts\": \"I have zero combat units left (only 4 harvesters) and $0 cash, while enemy rocket soldiers harass my base from (86-87,7-8). I must rebuild an army from my idle queues and keep harvesters mining for income; repair the damaged pillbox and rally new units to a defensive point near the base.\", \"notes\": \"No army, $0 cash. Queue e3+1tnk in idle queues; harvesters mining at (104-105,22-26). Enemy e3 raiders at (86-87,7-8) west of base. Repair pbox #140. Rally weap #150 to (92,11). Next: once 8+ units, push enemy start (12,16).\", \"commands\": [{\"do\":\"repair\",\"building\":140}, {\"do\":\"rally\",\"building\":150,\"x\":92,\"y\":11}, {\"do\":\"train\",\"item\":\"e3\",\"count\":5}, {\"do\":\"train\",\"item\":\"1tnk\",\"count\":3}, {\"do\":\"harvest\",\"unit\":133}, {\"do\":\"harvest\",\"unit\":182}, {\"do\":\"harvest\",\"unit\":188}, {\"do\":\"harvest\",\"unit\":207}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2042, "completion_tokens": 1180, "total_tokens": 3222, "cost": 0.001802808, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001802808, "upstream_inference_prompt_cost": 0.000386808, "upstream_inference_completions_cost": 0.001416}, "completion_tokens_details": {"reasoning_tokens": 916, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.14, "thoughts": "I have zero combat units left (only 4 harvesters) and $0 cash, while enemy rocket soldiers harass my base from (86-87,7-8). I must rebuild an army from my idle queues and keep harvesters mining for income; repair the damaged pillbox and rally new units to a defensive point near the base.", "notes": "No army, $0 cash. Queue e3+1tnk in idle queues; harvesters mining at (104-105,22-26). Enemy e3 raiders at (86-87,7-8) west of base. Repair pbox #140. Rally weap #150 to (92,11). Next: once 8+ units, push enemy start (12,16).", "commands": [{"do": "repair", "building": 140}, {"do": "rally", "building": 150, "x": 92, "y": 11}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}], "feedback": ["repair #140: ordered", "rally #150: ordered", "train 5x e3: queued", "train 3x 1tnk: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13650, "deaths_cost": 14600, "units_killed": 25, "units_lost": 47, "buildings_killed": 2, "buildings_lost": 1, "assets_value": 17400, "army_value": 200, "income": 5350, "experience": 134, "order_count": 137}}
{"tick": 16601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:04 (tick 16601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $20200, army $9500, killed $16600 (47 units, 2 bldgs), lost $13650 (25 units, 2 bldgs). Map explored 30.5%.\nPRODUCTION: Vehicle: 2tnk 76%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x2: #252@(81,12) #264@(59,28)\n  e3 (Rocket Soldier) x15: #208@(87,8)71% #214@(87,8)96% #217@(87,8)91% #221@(87,8)86% #226@(87,8)79% #227@(87,8)93% #236@(86,10) #240@(87,7)82% #246@(86,12) #250@(85,12) #255@(76,13) #258@(31,24) #262@(30,24) #265@(31,24) #266@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(6,32) #220@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). E3 group pushing in near (86,8-12). Keep training 2tnk/e3 continuously. Watch for husk/damaged units.", "raw": "{\"thoughts\":\"E3 squad near enemy base, push attack toward (95,11). Keep training more tanks/rockets. Consolidate scattered units toward front.\",\"notes\":\"Enemy base (95,11). Main e3 group at (86-87,8-12), push attack toward enemy base. 2tnk at (81,12) and (59,28) need to regroup and push. Keep training 2tnk/e3 nonstop.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[208,214,217,221,226,227,236,240,246,250,255],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[252],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[264],\"x\":81,\"y\":12},{\"do\":\"attack_move\",\"units\":[258,262,265],\"x\":95,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4088, "completion_tokens": 350, "total_tokens": 4438, "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": 0.011676, "upstream_inference_prompt_cost": 0.008176, "upstream_inference_completions_cost": 0.0035}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.5, "thoughts": "E3 squad near enemy base, push attack toward (95,11). Keep training more tanks/rockets. Consolidate scattered units toward front.", "notes": "Enemy base (95,11). Main e3 group at (86-87,8-12), push attack toward enemy base. 2tnk at (81,12) and (59,28) need to regroup and push. Keep training 2tnk/e3 nonstop.", "commands": [{"do": "attack_move", "units": [208, 214, 217, 221, 226, 227, 236, 240, 246, 250, 255], "x": 95, "y": 11}, {"do": "attack_move", "units": [252], "x": 95, "y": 11}, {"do": "move", "units": [264], "x": 81, "y": 12}, {"do": "attack_move", "units": [258, 262, 265], "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 130}], "feedback": ["attack_move: 11 units", "attack_move: 1 units", "move: 1 units", "attack_move: 3 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 16600, "deaths_cost": 13650, "units_killed": 47, "units_lost": 25, "buildings_killed": 2, "buildings_lost": 2, "assets_value": 20200, "army_value": 6300, "income": 6075, "experience": 166, "order_count": 221}}
{"tick": 16601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:04 (tick 16601 of 30000; you act every 200 ticks = 8s). 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 6000), power 218 made / 180 used, harvesters 4.\nSCORE: assets $15400, army $4400, killed $13650 (25 units, 2 bldgs), lost $16600 (47 units, 2 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 60%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 28%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 92%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 36%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 100%, #248 powr@(91,12) 18%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x4: #133@(96,19) #182@(99,17) #188@(99,16) #207@(101,20)\nVISIBLE ENEMY UNITS (1):\n  #246 e3@(86,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #140: ordered\n  - rally #150: ordered\n  - train 5x e3: queued\n  - train 3x 1tnk: queued\nYOUR NOTES FROM LAST TURN: No army, $0 cash. Queue e3+1tnk in idle queues; harvesters mining at (104-105,22-26). Enemy e3 raiders at (86-87,7-8) west of base. Repair pbox #140. Rally weap #150 to (92,11). Next: once 8+ units, push enemy start (12,16).", "raw": "{\"thoughts\": \"No combat army yet and $0 cash, so I must keep economy safe and let the queued e3/tank production finish. Repair the low-HP power plant and war factory, and keep the barracks queue fed with rocket soldiers.\", \"notes\": \"No army yet, $0 cash, 4 harvesters mining (~104-105,22-26). Enemy e3 #246 raiding at (86,12) west of base. Queues full of e3/1tnk at 0%; building second weap at 60%. Repair #248 (powr 18%) and #150 (weap 86%). Rally tent #134 to (90,11). Next: as units pop, form 8+ group and push enemy start (12,16).\", \"commands\": [{\"do\":\"repair\",\"building\":248},{\"do\":\"repair\",\"building\":150},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":11},{\"do\":\"train\",\"item\":\"e3\",\"count\":5},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1998, "completion_tokens": 809, "total_tokens": 2807, "cost": 0.001344408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001344408, "upstream_inference_prompt_cost": 0.000373608, "upstream_inference_completions_cost": 0.0009708}, "completion_tokens_details": {"reasoning_tokens": 575, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.09, "thoughts": "No combat army yet and $0 cash, so I must keep economy safe and let the queued e3/tank production finish. Repair the low-HP power plant and war factory, and keep the barracks queue fed with rocket soldiers.", "notes": "No army yet, $0 cash, 4 harvesters mining (~104-105,22-26). Enemy e3 #246 raiding at (86,12) west of base. Queues full of e3/1tnk at 0%; building second weap at 60%. Repair #248 (powr 18%) and #150 (weap 86%). Rally tent #134 to (90,11). Next: as units pop, form 8+ group and push enemy start (12,16).", "commands": [{"do": "repair", "building": 248}, {"do": "repair", "building": 150}, {"do": "rally", "building": 134, "x": 90, "y": 11}, {"do": "train", "item": "e3", "count": 5}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["repair #248: ordered", "repair #150: ordered", "rally #134: ordered", "train 5x e3: queued", "train 3x e1: queued"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 13650, "deaths_cost": 16600, "units_killed": 25, "units_lost": 47, "buildings_killed": 2, "buildings_lost": 2, "assets_value": 15400, "army_value": 200, "income": 4850, "experience": 134, "order_count": 145}}
{"tick": 16801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:12 (tick 16801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $416 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $18350, army $7650, killed $16900 (47 units, 3 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 30.7%.\nPRODUCTION: Vehicle: 2tnk 10%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 71%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #252@(88,13)97% #264@(70,20) #271@(17,17)*\n  e3 (Rocket Soldier) x6: #255@(84,10) #258@(41,24) #262@(41,24) #265@(42,24) #266@(14,19)* #269@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(4,28)67% #142@(9,31) #220@(9,22)\nVISIBLE ENEMY UNITS (2):\n  #133 harv@(88,9) 84%, #270 e3@(92,9) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #150 weap@(93,16) 86%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 53%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - attack_move: 1 units\n  - move: 1 units\n  - attack_move: 3 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base (95,11). Main e3 group at (86-87,8-12), push attack toward enemy base. 2tnk at (81,12) and (59,28) need to regroup and push. Keep training 2tnk/e3 nonstop.", "raw": "{\"thoughts\":\"Push all forces toward enemy base at (95,11), keep production flowing. Some units are scattered and need to converge.\",\"notes\":\"Enemy base at (95,11)/(93,10-16). Converge all units there. Keep training 2tnk and e3 nonstop from weap and tent.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":12},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4197, "completion_tokens": 200, "total_tokens": 4397, "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": 0.010394, "upstream_inference_prompt_cost": 0.008394, "upstream_inference_completions_cost": 0.002}, "completion_tokens_details": {"reasoning_tokens": 29, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Push all forces toward enemy base at (95,11), keep production flowing. Some units are scattered and need to converge.", "notes": "Enemy base at (95,11)/(93,10-16). Converge all units there. Keep training 2tnk and e3 nonstop from weap and tent.", "commands": [{"do": "attack_move", "units": "all_army", "x": 93, "y": 12}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 9 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 16900, "deaths_cost": 16650, "units_killed": 47, "units_lost": 35, "buildings_killed": 3, "buildings_lost": 2, "assets_value": 18350, "army_value": 4450, "income": 6500, "experience": 169, "order_count": 229}}
{"tick": 16801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:12 (tick 16801 of 30000; you act every 200 ticks = 8s). 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 6000), power 153 made / 180 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $15400, army $4700, killed $16650 (35 units, 2 bldgs), lost $16900 (47 units, 3 bldgs). Map explored 33.9%.\nPRODUCTION: Building: weap 61%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 34%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 6%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(95,11) 100%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 23%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 53%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #270@(92,9)\n  harv (Ore Truck (harvester)) x4: #133@(88,9)84% #182@(100,17) #188@(103,24) #207@(99,17)\nVISIBLE ENEMY UNITS (2):\n  #252 2tnk@(88,13) 97%, #255 e3@(84,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #248: ordered\n  - repair #150: ordered\n  - rally #134: ordered\n  - train 5x e3: queued\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: No army yet, $0 cash, 4 harvesters mining (~104-105,22-26). Enemy e3 #246 raiding at (86,12) west of base. Queues full of e3/1tnk at 0%; building second weap at 60%. Repair #248 (powr 18%) and #150 (weap 86%). Rally tent #134 to (90,11). Next: as units pop, form 8+ group and push enemy start (12,16).", "raw": "{\"thoughts\": \"Economy is stalled at $0 with 4 harvesters and I'm in LOW POWER which slows everything. Excess 1tnk/e3 are queued (clogging production). Enemy is raiding my west side with a 2tnk and rocket soldier. Priority: fix power, trim queues, kill the raiders, keep mining.\", \"notes\": \"Cash $0 - harvesters working but tight. LOW POWER slows production, build powr now. Enemy raiders: 2tnk #252@(88,13), e3 #255@(84,10). Only unit is e3 #270. Trimmed excess queue. Next: add 2nd powr if still low, mass 1tnk/e3 for a push at enemy start (12,16).\", \"commands\": [{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"1tnk\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"cancel\",\"item\":\"e3\"},{\"do\":\"attack_move\",\"units\":[270],\"x\":87,\"y\":13},{\"do\":\"repair\",\"building\":242},{\"do\":\"repair\",\"building\":140},{\"do\":\"rally\",\"building\":134,\"x\":90,\"y\":12}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2110, "completion_tokens": 847, "total_tokens": 2957, "cost": 0.001423608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001423608, "upstream_inference_prompt_cost": 0.000407208, "upstream_inference_completions_cost": 0.0010164}, "completion_tokens_details": {"reasoning_tokens": 535, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.02, "thoughts": "Economy is stalled at $0 with 4 harvesters and I'm in LOW POWER which slows everything. Excess 1tnk/e3 are queued (clogging production). Enemy is raiding my west side with a 2tnk and rocket soldier. Priority: fix power, trim queues, kill the raiders, keep mining.", "notes": "Cash $0 - harvesters working but tight. LOW POWER slows production, build powr now. Enemy raiders: 2tnk #252@(88,13), e3 #255@(84,10). Only unit is e3 #270. Trimmed excess queue. Next: add 2nd powr if still low, mass 1tnk/e3 for a push at enemy start (12,16).", "commands": [{"do": "build", "item": "powr"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "cancel", "item": "e3"}, {"do": "attack_move", "units": [270], "x": 87, "y": 13}, {"do": "repair", "building": 242}, {"do": "repair", "building": 140}, {"do": "rally", "building": 134, "x": 90, "y": 12}], "feedback": ["build powr: started", "attack_move: 1 units", "repair #242: ordered", "repair #140: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 16900, "units_killed": 35, "units_lost": 47, "buildings_killed": 2, "buildings_lost": 3, "assets_value": 15400, "army_value": 500, "income": 4450, "experience": 164, "order_count": 153}}
{"tick": 17001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:20 (tick 17001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $18650, army $7950, killed $16900 (47 units, 3 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 30.7%.\nPRODUCTION: Vehicle: 2tnk 35%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #252@(87,8)62% #264@(81,14) #271@(31,20)\n  e3 (Rocket Soldier) x7: #255@(85,8) #258@(51,26) #262@(51,26) #265@(51,26) #266@(21,22) #269@(22,23) #272@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(5,30)67% #142@(10,20) #220@(4,31)\nVISIBLE ENEMY UNITS (2):\n  #133 harv@(89,6) 20%, #270 e3@(90,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 9 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11)/(93,10-16). Converge all units there. Keep training 2tnk and e3 nonstop from weap and tent.", "raw": "{\"thoughts\":\"Enemy base near (95,11) mostly cleared of visible buildings, keep pushing with existing forces and regroup stragglers. Continue production nonstop.\",\"notes\":\"Enemy base at (95,11)/(93,10-16), buildings destroyed already (score shows 3 bldgs killed). Keep converging army there, look for remaining structures. Keep training 2tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":220}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4190, "completion_tokens": 280, "total_tokens": 4470, "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": 0.01118, "upstream_inference_prompt_cost": 0.00838, "upstream_inference_completions_cost": 0.0028}, "completion_tokens_details": {"reasoning_tokens": 28, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.35, "thoughts": "Enemy base near (95,11) mostly cleared of visible buildings, keep pushing with existing forces and regroup stragglers. Continue production nonstop.", "notes": "Enemy base at (95,11)/(93,10-16), buildings destroyed already (score shows 3 bldgs killed). Keep converging army there, look for remaining structures. Keep training 2tnk/e3 continuously.", "commands": [{"do": "attack_move", "units": "all_army", "x": 93, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 220}], "feedback": ["attack_move: 10 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 16900, "deaths_cost": 16650, "units_killed": 47, "units_lost": 35, "buildings_killed": 3, "buildings_lost": 2, "assets_value": 18650, "army_value": 4750, "income": 6000, "experience": 169, "order_count": 237}}
{"tick": 17001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:20 (tick 17001 of 30000; you act every 200 ticks = 8s). 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 6000), power 153 made / 180 used LOW POWER - production slowed, build power!, harvesters 4.\nSCORE: assets $15400, army $4700, killed $16650 (35 units, 2 bldgs), lost $16900 (47 units, 3 bldgs). Map explored 34.1%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 23%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 53%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #270@(90,10)\n  harv (Ore Truck (harvester)) x4: #133@(89,6)20% #182@(105,25) #188@(104,26) #207@(103,21)\nVISIBLE ENEMY UNITS (1):\n  #252 2tnk@(87,8) 62%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - attack_move: 1 units\n  - repair #242: ordered\n  - repair #140: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Cash $0 - harvesters working but tight. LOW POWER slows production, build powr now. Enemy raiders: 2tnk #252@(88,13), e3 #255@(84,10). Only unit is e3 #270. Trimmed excess queue. Next: add 2nd powr if still low, mass 1tnk/e3 for a push at enemy start (12,16).", "raw": "{\"thoughts\": \"Low power is the bottleneck and cash is drained; queues are already stuffed with powr and 1tnk so I'll let them progress. One enemy 2tnk (#252, 62% hp) is raiding near my base, so I'll move my rocket soldier to engage it while harvesters keep mining. Repair the damaged power plant and pillbox.\", \"notes\": \"Cash $0, low power, 4 harvesters mining (one at 20% hp). Queue stacked: powr x3 + weap in building, many 1tnk, e1/e3. Enemy 2tnk #252 raiding near (87,8). Next: place powr when ready, keep harv safe, mass 1tnk+e3 then push enemy start (12,16).\", \"commands\": [{\"do\":\"repair\",\"building\":242},{\"do\":\"repair\",\"building\":140},{\"do\":\"harvest\",\"unit\":133},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"attack\",\"units\":[270],\"target\":252},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2023, "completion_tokens": 739, "total_tokens": 2762, "cost": 0.001267908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001267908, "upstream_inference_prompt_cost": 0.000381108, "upstream_inference_completions_cost": 0.0008868}, "completion_tokens_details": {"reasoning_tokens": 483, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "Low power is the bottleneck and cash is drained; queues are already stuffed with powr and 1tnk so I'll let them progress. One enemy 2tnk (#252, 62% hp) is raiding near my base, so I'll move my rocket soldier to engage it while harvesters keep mining. Repair the damaged power plant and pillbox.", "notes": "Cash $0, low power, 4 harvesters mining (one at 20% hp). Queue stacked: powr x3 + weap in building, many 1tnk, e1/e3. Enemy 2tnk #252 raiding near (87,8). Next: place powr when ready, keep harv safe, mass 1tnk+e3 then push enemy start (12,16).", "commands": [{"do": "repair", "building": 242}, {"do": "repair", "building": 140}, {"do": "harvest", "unit": 133}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "attack", "units": [270], "target": 252}, {"do": "build", "item": "powr"}], "feedback": ["repair #242: ordered", "repair #140: ordered", "attack: 1 units", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 16900, "units_killed": 35, "units_lost": 47, "buildings_killed": 2, "buildings_lost": 3, "assets_value": 15400, "army_value": 500, "income": 4150, "experience": 164, "order_count": 161}}
{"tick": 17201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:28 (tick 17201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $18950, army $8250, killed $18000 (48 units, 3 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 31%.\nPRODUCTION: Vehicle: 2tnk 64%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #252@(87,8)19% #264@(89,13)85% #271@(45,25)\n  e3 (Rocket Soldier) x8: #255@(86,8) #258@(60,28) #262@(60,28) #265@(61,27) #266@(31,24) #269@(32,24) #272@(22,23) #274@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(7,29)67% #142@(10,29) #220@(5,33)\nVISIBLE ENEMY UNITS (2):\n  #270 e3@(90,10) 2%, #273 harv.fullhusk@(91,10) 87%\nVISIBLE ENEMY BUILDINGS (4):\n  #140 pbox@(93,9) 23%, #150 weap@(93,16) 86%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 53%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (95,11)/(93,10-16), buildings destroyed already (score shows 3 bldgs killed). Keep converging army there, look for remaining structures. Keep training 2tnk/e3 continuously.", "raw": "{\"thoughts\":\"My tanks/e3 near enemy base should keep attacking remaining structures (pbox, weap, powr). Rally scattered units toward enemy base and keep production going.\",\"notes\":\"Enemy base at (93,10-16). Buildings remaining: pbox#140, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[252,264,255],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[258,262,265,266,269,272],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[271,274],\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4381, "completion_tokens": 312, "total_tokens": 4693, "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": 0.011882, "upstream_inference_prompt_cost": 0.008762, "upstream_inference_completions_cost": 0.00312}, "completion_tokens_details": {"reasoning_tokens": 34, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "My tanks/e3 near enemy base should keep attacking remaining structures (pbox, weap, powr). Rally scattered units toward enemy base and keep production going.", "notes": "Enemy base at (93,10-16). Buildings remaining: pbox#140, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.", "commands": [{"do": "attack_move", "units": [252, 264, 255], "x": 93, "y": 11}, {"do": "attack_move", "units": [258, 262, 265, 266, 269, 272], "x": 93, "y": 11}, {"do": "attack_move", "units": [271, 274], "x": 93, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 3 units", "attack_move: 6 units", "attack_move: 2 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 18000, "deaths_cost": 16650, "units_killed": 48, "units_lost": 35, "buildings_killed": 3, "buildings_lost": 2, "assets_value": 18950, "army_value": 5050, "income": 6000, "experience": 180, "order_count": 245}}
{"tick": 17201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:28 (tick 17201 of 30000; you act every 200 ticks = 8s). 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 6000), power 153 made / 180 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $14300, army $3600, killed $16650 (35 units, 2 bldgs), lost $18000 (48 units, 3 bldgs). Map explored 34.1%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #140 pbox@(93,9) 23%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 100%, #242 powr@(93,12) 53%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e3 (Rocket Soldier) x1: #270@(90,10)2%\n  harv (Ore Truck (harvester)) x3: #182@(103,23) #188@(99,17) #207@(103,24)\n  harv.fullhusk (harv.fullhusk) x1: #273@(91,10)87%*\nVISIBLE ENEMY UNITS (2):\n  #252 2tnk@(87,8) 19%, #264 2tnk@(89,13) 85%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #242: ordered\n  - repair #140: ordered\n  - attack: 1 units\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Cash $0, low power, 4 harvesters mining (one at 20% hp). Queue stacked: powr x3 + weap in building, many 1tnk, e1/e3. Enemy 2tnk #252 raiding near (87,8). Next: place powr when ready, keep harv safe, mass 1tnk+e3 then push enemy start (12,16).", "raw": "{\"thoughts\": \"I'm broke ($0) and low on power, so everything is stalled. My only real assets are 3 harvesters; I need ore income ASAP, and enemy 2tnk raiders near (87,8)/(89,13) should be handled by my pillboxes. Just get harvesters mining and let queues tick.\", \"notes\": \"Cash $0, low power. Queues: powr x3+weap (bldg), many 1tnk (veh), e1/e3 (inf). Enemy 2tnk raiders near (87,8) 19% and (89,13) 85%. Place powr as soon as ready. Next turn: check income, place power, keep warriors safe.\", \"commands\": [{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 2053, "completion_tokens": 691, "total_tokens": 2744, "cost": 0.001219308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001219308, "upstream_inference_prompt_cost": 0.000390108, "upstream_inference_completions_cost": 0.0008292}, "completion_tokens_details": {"reasoning_tokens": 495, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.06, "thoughts": "I'm broke ($0) and low on power, so everything is stalled. My only real assets are 3 harvesters; I need ore income ASAP, and enemy 2tnk raiders near (87,8)/(89,13) should be handled by my pillboxes. Just get harvesters mining and let queues tick.", "notes": "Cash $0, low power. Queues: powr x3+weap (bldg), many 1tnk (veh), e1/e3 (inf). Enemy 2tnk raiders near (87,8) 19% and (89,13) 85%. Place powr as soon as ready. Next turn: check income, place power, keep warriors safe.", "commands": [{"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 18000, "units_killed": 35, "units_lost": 48, "buildings_killed": 2, "buildings_lost": 3, "assets_value": 14300, "army_value": 500, "income": 4150, "experience": 164, "order_count": 162}}
{"tick": 17401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:36 (tick 17401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $155 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $18950, army $8250, killed $19000 (50 units, 4 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 31.2%.\nPRODUCTION: Vehicle: 2tnk 66%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 27%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x3: #252@(89,8)19% #264@(89,13)64% #271@(58,28)\n  e3 (Rocket Soldier) x8: #255@(89,9) #258@(68,21) #262@(68,21) #265@(69,20) #266@(42,24) #269@(43,24) #272@(32,24) #274@(22,23)\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(9,34) #220@(9,25)\nVISIBLE ENEMY UNITS (1):\n  #273 harv.fullhusk@(91,10) 69%\nVISIBLE ENEMY BUILDINGS (4):\n  #134 tent@(95,8) 100%, #150 weap@(93,16) 86%, #229 pbox@(93,10) 49%, #242 powr@(93,12) 30%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 3 units\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16). Buildings remaining: pbox#140, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.", "raw": "{\"thoughts\":\"Enemy base weakened; continue pushing all combat units to finish it off, keep producing tanks and infantry.\",\"notes\":\"Enemy base at (93,10-16). Buildings remaining: tent#134, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4495, "completion_tokens": 216, "total_tokens": 4711, "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": 0.01115, "upstream_inference_prompt_cost": 0.00899, "upstream_inference_completions_cost": 0.00216}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.81, "thoughts": "Enemy base weakened; continue pushing all combat units to finish it off, keep producing tanks and infantry.", "notes": "Enemy base at (93,10-16). Buildings remaining: tent#134, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 93, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: no valid unit ids of yours", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 19000, "deaths_cost": 16650, "units_killed": 50, "units_lost": 35, "buildings_killed": 4, "buildings_lost": 2, "assets_value": 18950, "army_value": 5050, "income": 5650, "experience": 190, "order_count": 253}}
{"tick": 17401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:36 (tick 17401 of 30000; you act every 200 ticks = 8s). 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 6000), power 130 made / 160 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $13300, army $3300, killed $16650 (35 units, 2 bldgs), lost $19000 (50 units, 4 bldgs). Map explored 34.1%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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) 99%, #132 proc@(99,15) 100%, #134 tent@(95,8) 100%, #150 weap@(93,16) 86%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%, #229 pbox@(93,10) 49%, #242 powr@(93,12) 30%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #182@(103,25) #188@(105,23) #207@(104,24)\n  harv.fullhusk (harv.fullhusk) x1: #273@(91,10)69%*\nVISIBLE ENEMY UNITS (3):\n  #252 2tnk@(89,8) 19%, #255 e3@(89,9) 100%, #264 2tnk@(89,13) 64%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Cash $0, low power. Queues: powr x3+weap (bldg), many 1tnk (veh), e1/e3 (inf). Enemy 2tnk raiders near (87,8) 19% and (89,13) 85%. Place powr as soon as ready. Next turn: check income, place power, keep warriors safe.", "raw": "{\"thoughts\": \"At $0 cash with low power and only 3 harvesters, my economy is the bottleneck; enemy 2tnks are raiding my base buildings. I need to repair damaged structures, keep power coming, and let harvesters refill the bank before adding combat units.\", \"notes\": \"Repairing powr#242 and pbox#229. Bldg queue: weap then powr x4. Enemy 2tnk raiders at (89,8)and(89,13). 3 harvesters mining near (104,24). Wait for cash then train tanks/e3.\", \"commands\": [{\"do\":\"repair\",\"building\":242},{\"do\":\"repair\",\"building\":229},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"rally\",\"building\":150,\"x\":97,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":97,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1990, "completion_tokens": 884, "total_tokens": 2874, "cost": 0.001432008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001432008, "upstream_inference_prompt_cost": 0.000371208, "upstream_inference_completions_cost": 0.0010608}, "completion_tokens_details": {"reasoning_tokens": 671, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "At $0 cash with low power and only 3 harvesters, my economy is the bottleneck; enemy 2tnks are raiding my base buildings. I need to repair damaged structures, keep power coming, and let harvesters refill the bank before adding combat units.", "notes": "Repairing powr#242 and pbox#229. Bldg queue: weap then powr x4. Enemy 2tnk raiders at (89,8)and(89,13). 3 harvesters mining near (104,24). Wait for cash then train tanks/e3.", "commands": [{"do": "repair", "building": 242}, {"do": "repair", "building": 229}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "rally", "building": 150, "x": 97, "y": 14}, {"do": "rally", "building": 134, "x": 97, "y": 14}], "feedback": ["repair #242: ordered", "repair #229: ordered", "rally #150: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 19000, "units_killed": 35, "units_lost": 50, "buildings_killed": 2, "buildings_lost": 4, "assets_value": 13300, "army_value": 100, "income": 3650, "experience": 164, "order_count": 162}}
{"tick": 17601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:44 (tick 17601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $316 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20100, army $9400, killed $20000 (51 units, 6 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 31.4%.\nPRODUCTION: Vehicle: 2tnk 5%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #252@(90,8)19% #264@(89,13)58% #271@(69,22) #276@(17,17)*\n  e3 (Rocket Soldier) x9: #255@(91,9) #258@(76,13) #262@(75,14) #265@(76,12) #266@(51,26) #269@(52,27) #272@(42,24) #274@(32,24) #275@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(5,30)67% #142@(9,23) #220@(10,22)\nVISIBLE ENEMY UNITS (1):\n  #273 harv.fullhusk@(91,10) 51%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 99%, #134 tent@(95,8) 87%, #150 weap@(93,16) 84%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: no valid unit ids of yours\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16). Buildings remaining: tent#134, weap#150, pbox#229, powr#242. Push all army there. Keep 2tnk/e3 production continuous. Harvesters need protection.", "raw": "{\"thoughts\":\"My army is scattered near enemy base already; push them to attack the remaining buildings. Keep production going.\",\"notes\":\"Enemy base at (93,10-16): fact#122, tent#134, weap#150. Push army in, keep training 2tnk/e3 continuously, protect harvesters.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[252,264,255,258,262,265],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[271,266,269,272,274],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":4}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4556, "completion_tokens": 237, "total_tokens": 4793, "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": 0.011482, "upstream_inference_prompt_cost": 0.009112, "upstream_inference_completions_cost": 0.00237}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.32, "thoughts": "My army is scattered near enemy base already; push them to attack the remaining buildings. Keep production going.", "notes": "Enemy base at (93,10-16): fact#122, tent#134, weap#150. Push army in, keep training 2tnk/e3 continuously, protect harvesters.", "commands": [{"do": "attack_move", "units": [252, 264, 255, 258, 262, 265], "x": 95, "y": 11}, {"do": "attack_move", "units": [271, 266, 269, 272, 274], "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}], "feedback": ["attack_move: 6 units", "attack_move: 5 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 20000, "deaths_cost": 16650, "units_killed": 51, "units_lost": 35, "buildings_killed": 6, "buildings_lost": 2, "assets_value": 20100, "army_value": 6200, "income": 6000, "experience": 200, "order_count": 261}}
{"tick": 17601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:44 (tick 17601 of 30000; you act every 200 ticks = 8s). 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 6000), power 100 made / 140 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12300, army $3300, killed $16650 (35 units, 2 bldgs), lost $20000 (51 units, 6 bldgs). Map explored 34.1%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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) 99%, #132 proc@(99,15) 100%, #134 tent@(95,8) 87%, #150 weap@(93,16) 84%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #182@(96,20) #188@(104,23) #207@(105,24)\n  harv.fullhusk (harv.fullhusk) x1: #273@(91,10)51%*\nVISIBLE ENEMY UNITS (3):\n  #252 2tnk@(90,8) 19%, #255 e3@(91,9) 100%, #264 2tnk@(89,13) 58%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #242: ordered\n  - repair #229: ordered\n  - rally #150: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Repairing powr#242 and pbox#229. Bldg queue: weap then powr x4. Enemy 2tnk raiders at (89,8)and(89,13). 3 harvesters mining near (104,24). Wait for cash then train tanks/e3.", "raw": "{\"thoughts\": \"Cash is $0 so production is stalled; harvesters are the lifeline. Low power is the main problem, but the powr queue is already set behind weap. Enemy light raiders (2tnk at 89,13 58% and 90,8 19%) are near my base\u2014rely on pillboxes. Repair damaged key buildings and keep harvesters mining.\", \"notes\": \"Cash-strapped. Queue: weap(64%, stalled) then powr x4; over-queued infantry (e1/e3) and 1tnk. Need power first, then Service Depot for 2tnk. Enemy 2tnk raiders near (89-90,8-13). 3 harvesters mining at (104,24).\", \"commands\": [{\"do\":\"repair\",\"building\":150},{\"do\":\"repair\",\"building\":134},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1981, "completion_tokens": 2335, "total_tokens": 4316, "cost": 0.003170508, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.003170508, "upstream_inference_prompt_cost": 0.000368508, "upstream_inference_completions_cost": 0.002802}, "completion_tokens_details": {"reasoning_tokens": 2101, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 12.85, "thoughts": "Cash is $0 so production is stalled; harvesters are the lifeline. Low power is the main problem, but the powr queue is already set behind weap. Enemy light raiders (2tnk at 89,13 58% and 90,8 19%) are near my base\u2014rely on pillboxes. Repair damaged key buildings and keep harvesters mining.", "notes": "Cash-strapped. Queue: weap(64%, stalled) then powr x4; over-queued infantry (e1/e3) and 1tnk. Need power first, then Service Depot for 2tnk. Enemy 2tnk raiders near (89-90,8-13). 3 harvesters mining at (104,24).", "commands": [{"do": "repair", "building": 150}, {"do": "repair", "building": 134}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "rally", "building": 134, "x": 92, "y": 14}], "feedback": ["repair #150: ordered", "repair #134: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 20000, "units_killed": 35, "units_lost": 51, "buildings_killed": 2, "buildings_lost": 6, "assets_value": 12300, "army_value": 0, "income": 3150, "experience": 164, "order_count": 162}}
{"tick": 17801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 11:52 (tick 17801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $151 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20400, army $9700, killed $20000 (51 units, 6 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 31.4%.\nPRODUCTION: Vehicle: 2tnk 44%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 48%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #252@(90,8)19% #264@(89,13)58% #271@(79,13) #276@(17,17)*\n  e3 (Rocket Soldier) x10: #255@(91,9) #258@(86,12) #262@(85,12) #265@(86,12) #266@(61,27) #269@(62,27) #272@(52,27) #274@(42,24) #275@(14,18)* #277@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(3,29)67% #142@(10,25) #220@(5,33)\nVISIBLE ENEMY UNITS (1):\n  #273 harv.fullhusk@(91,10) 33%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 99%, #134 tent@(95,8) 30%, #150 weap@(93,16) 76%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 5 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16): fact#122, tent#134, weap#150. Push army in, keep training 2tnk/e3 continuously, protect harvesters.", "raw": "{\"thoughts\":\"Army is near enemy base already. Push attack on buildings, keep production rolling. Send reinforcements too.\",\"notes\":\"Enemy base at (93,10-16): fact#122, tent#134, weap#150. Keep training 2tnk/e3, push all units into enemy base, protect harvesters.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[252,264,271,255,258,262,265],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[266,269,272,274],\"x\":95,\"y\":11},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4646, "completion_tokens": 247, "total_tokens": 4893, "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": 0.011762, "upstream_inference_prompt_cost": 0.009292, "upstream_inference_completions_cost": 0.00247}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Army is near enemy base already. Push attack on buildings, keep production rolling. Send reinforcements too.", "notes": "Enemy base at (93,10-16): fact#122, tent#134, weap#150. Keep training 2tnk/e3, push all units into enemy base, protect harvesters.", "commands": [{"do": "attack_move", "units": [252, 264, 271, 255, 258, 262, 265], "x": 95, "y": 11}, {"do": "attack_move", "units": [266, 269, 272, 274], "x": 95, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 7 units", "attack_move: 4 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 20000, "deaths_cost": 16650, "units_killed": 51, "units_lost": 35, "buildings_killed": 6, "buildings_lost": 2, "assets_value": 20400, "army_value": 6500, "income": 6500, "experience": 200, "order_count": 269}}
{"tick": 17801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 11:52 (tick 17801 of 30000; you act every 200 ticks = 8s). 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 6000), power 100 made / 140 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12300, army $3300, killed $16650 (35 units, 2 bldgs), lost $20000 (51 units, 6 bldgs). Map explored 34.1%.\nPRODUCTION: Building: weap 64%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: 1tnk 45%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\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) 99%, #132 proc@(99,15) 100%, #134 tent@(95,8) 30%, #150 weap@(93,16) 76%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #182@(101,23) #188@(95,18) #207@(101,24)\n  harv.fullhusk (harv.fullhusk) x1: #273@(91,10)33%*\nVISIBLE ENEMY UNITS (3):\n  #252 2tnk@(90,8) 19%, #255 e3@(91,9) 100%, #264 2tnk@(89,13) 58%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #150: ordered\n  - repair #134: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Cash-strapped. Queue: weap(64%, stalled) then powr x4; over-queued infantry (e1/e3) and 1tnk. Need power first, then Service Depot for 2tnk. Enemy 2tnk raiders near (89-90,8-13). 3 harvesters mining at (104,24).", "raw": "{\"thoughts\": \"Cash is zero and we're in low power, so everything is stalled. We already have a War Factory, so the queued weap is redundant - cancel it and the duplicate power plants to bring a single powr forward, then let harvesters refill the bank. Enemy 2tnk/e3 raiders are poking near (89-91,8-13); set production rally points toward that approach so new units defend the base.\", \"notes\": \"Cash $0, low power. Cancel redundant weap + extra powr, keep 1 powr. 3 harv mining (104,24). Enemy raiders near (89,8-13); rally new units there. Next: Service Depot for 2tnk once cash flows.\", \"commands\": [{\"do\":\"cancel\",\"item\":\"weap\"},{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"cancel\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":150,\"x\":90,\"y\":10},{\"do\":\"rally\",\"building\":134,\"x\":92,\"y\":10},{\"do\":\"repair\",\"building\":134},{\"do\":\"repair\",\"building\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1987, "completion_tokens": 1050, "total_tokens": 3037, "cost": 0.001630308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001630308, "upstream_inference_prompt_cost": 0.000370308, "upstream_inference_completions_cost": 0.00126}, "completion_tokens_details": {"reasoning_tokens": 793, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.64, "thoughts": "Cash is zero and we're in low power, so everything is stalled. We already have a War Factory, so the queued weap is redundant - cancel it and the duplicate power plants to bring a single powr forward, then let harvesters refill the bank. Enemy 2tnk/e3 raiders are poking near (89-91,8-13); set production rally points toward that approach so new units defend the base.", "notes": "Cash $0, low power. Cancel redundant weap + extra powr, keep 1 powr. 3 harv mining (104,24). Enemy raiders near (89,8-13); rally new units there. Next: Service Depot for 2tnk once cash flows.", "commands": [{"do": "cancel", "item": "weap"}, {"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "powr"}, {"do": "cancel", "item": "powr"}, {"do": "rally", "building": 150, "x": 90, "y": 10}, {"do": "rally", "building": 134, "x": 92, "y": 10}, {"do": "repair", "building": 134}, {"do": "repair", "building": 150}], "feedback": ["rally #150: ordered", "rally #134: ordered", "repair #134: ordered", "repair #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 20000, "units_killed": 35, "units_lost": 51, "buildings_killed": 2, "buildings_lost": 6, "assets_value": 12300, "army_value": 0, "income": 2650, "experience": 164, "order_count": 162}}
{"tick": 18001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:00 (tick 18001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $20400, army $9700, killed $20500 (51 units, 7 bldgs), lost $16650 (35 units, 2 bldgs). Map explored 31.5%.\nPRODUCTION: Vehicle: 2tnk 53%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #252@(91,8)19% #264@(89,13)58% #271@(89,11) #276@(17,17)*\n  e3 (Rocket Soldier) x10: #255@(91,9)0% #258@(90,12) #262@(89,12) #265@(90,12) #266@(69,20) #269@(69,19) #272@(61,27) #274@(52,27) #275@(14,18)* #277@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(10,21)67% #142@(8,33) #220@(3,30)\nVISIBLE ENEMY UNITS (4):\n  #188 harv@(92,9) 18%, #207 harv@(91,15) 100%, #273 harv.fullhusk@(91,10) 15%, #278 e1@(94,9) 60%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 99%, #150 weap@(93,16) 68%, #186 powr@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - attack_move: 4 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16): fact#122, tent#134, weap#150. Keep training 2tnk/e3, push all units into enemy base, protect harvesters.", "raw": "{\"thoughts\":\"My army is near enemy base already, attacking fact and weap. Continue pushing all forward units into enemy buildings, bring reinforcements from home base, keep production rolling.\",\"notes\":\"Enemy base at (93,10-16): fact#122, weap#150, powr#186. Push all units in, target fact#122 then weap#150. Keep training 2tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack\",\"units\":[252,264,271,258,262,265],\"target\":122},{\"do\":\"attack_move\",\"units\":[266,269,272,274],\"x\":93,\"y\":11},{\"do\":\"attack_move\",\"units\":[276,275,277],\"x\":93,\"y\":11},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4746, "completion_tokens": 300, "total_tokens": 5046, "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": 0.012492, "upstream_inference_prompt_cost": 0.009492, "upstream_inference_completions_cost": 0.003}, "completion_tokens_details": {"reasoning_tokens": 36, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "My army is near enemy base already, attacking fact and weap. Continue pushing all forward units into enemy buildings, bring reinforcements from home base, keep production rolling.", "notes": "Enemy base at (93,10-16): fact#122, weap#150, powr#186. Push all units in, target fact#122 then weap#150. Keep training 2tnk/e3 continuously.", "commands": [{"do": "attack", "units": [252, 264, 271, 258, 262, 265], "target": 122}, {"do": "attack_move", "units": [266, 269, 272, 274], "x": 93, "y": 11}, {"do": "attack_move", "units": [276, 275, 277], "x": 93, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 6 units", "attack_move: 4 units", "attack_move: 3 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 20500, "deaths_cost": 16650, "units_killed": 51, "units_lost": 35, "buildings_killed": 7, "buildings_lost": 2, "assets_value": 20400, "army_value": 6500, "income": 6000, "experience": 205, "order_count": 273}}
{"tick": 18001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:00 (tick 18001 of 30000; you act every 200 ticks = 8s). 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 $1005 (storage 6000), power 100 made / 120 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11900, army $3400, killed $16650 (35 units, 2 bldgs), lost $20500 (51 units, 7 bldgs). Map explored 34.1%.\nPRODUCTION: Building: powr 36%; Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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) 99%, #132 proc@(99,15) 100%, #150 weap@(93,16) 68%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #278@(94,9)60%\n  harv (Ore Truck (harvester)) x3: #182@(105,26) #188@(92,9)18% #207@(91,15)\n  harv.fullhusk (harv.fullhusk) x1: #273@(91,10)15%*\nVISIBLE ENEMY UNITS (7):\n  #252 2tnk@(91,8) 19%, #255 e3@(91,9) 0%, #258 e3@(90,12) 100%, #262 e3@(89,12) 100%, #264 2tnk@(89,13) 58%, #265 e3@(90,12) 100%, #271 2tnk@(89,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #150: ordered\n  - rally #134: ordered\n  - repair #134: ordered\n  - repair #150: ordered\nYOUR NOTES FROM LAST TURN: Cash $0, low power. Cancel redundant weap + extra powr, keep 1 powr. 3 harv mining (104,24). Enemy raiders near (89,8-13); rally new units there. Next: Service Depot for 2tnk once cash flows.", "raw": "{\"thoughts\": \"Enemy raiders are inside my base while I have almost no army and zero cash, and low power is stalling everything. I'll cancel the wasteful queued Light Tanks, pull harvesters out of the raider path, finish the power plant, then get a Service Depot up to start producing Medium Tanks.\", \"notes\": \"Low power, no cash. Cancelled extra 1tnk queue, keeping first. Harvesters pulled to (106,27).finish powr -> fix -> 2tnk. Enemy raiders 2tnk+e3 at (89-91,8-13) still in base.\", \"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\":\"move\",\"units\":[207,188],\"x\":106,\"y\":27},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"stance\",\"units\":[278],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[278],\"x\":95,\"y\":13},{\"do\":\"repair\",\"building\":150}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1689, "completion_tokens": 1317, "total_tokens": 3006, "cost": 0.001861308, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001861308, "upstream_inference_prompt_cost": 0.000280908, "upstream_inference_completions_cost": 0.0015804}, "completion_tokens_details": {"reasoning_tokens": 1041, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.89, "thoughts": "Enemy raiders are inside my base while I have almost no army and zero cash, and low power is stalling everything. I'll cancel the wasteful queued Light Tanks, pull harvesters out of the raider path, finish the power plant, then get a Service Depot up to start producing Medium Tanks.", "notes": "Low power, no cash. Cancelled extra 1tnk queue, keeping first. Harvesters pulled to (106,27).finish powr -> fix -> 2tnk. Enemy raiders 2tnk+e3 at (89-91,8-13) still in base.", "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": "move", "units": [207, 188], "x": 106, "y": 27}, {"do": "harvest", "unit": 182}, {"do": "stance", "units": [278], "stance": "defend"}, {"do": "move", "units": [278], "x": 95, "y": 13}, {"do": "repair", "building": 150}], "feedback": ["move: 2 units", "stance: 1 units", "move: 1 units", "repair #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16650, "deaths_cost": 20500, "units_killed": 35, "units_lost": 51, "buildings_killed": 2, "buildings_lost": 7, "assets_value": 11900, "army_value": 100, "income": 2650, "experience": 164, "order_count": 166}}
{"tick": 18201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:08 (tick 18201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $28 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $20400, army $9700, killed $20500 (51 units, 7 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 31.7%.\nPRODUCTION: Vehicle: 2tnk 80%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #252@(91,8)19% #264@(90,13)58% #271@(90,11) #276@(31,20)\n  e3 (Rocket Soldier) x10: #258@(90,12) #262@(89,12) #265@(90,12) #266@(76,13) #269@(77,12) #272@(69,20) #274@(61,27) #275@(22,23) #277@(22,23) #279@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(7,26)67% #142@(9,31) #220@(6,30)\nVISIBLE ENEMY UNITS (1):\n  #278 e1@(94,13) 60%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 52%, #150 weap@(93,16) 66%, #186 powr@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 6 units\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16): fact#122, weap#150, powr#186. Push all units in, target fact#122 then weap#150. Keep training 2tnk/e3 continuously.", "raw": "{\"thoughts\":\"Enemy base nearly destroyed (fact 52%, weap 66%). Push all forward units to finish it off, rally stragglers toward the front.\",\"notes\":\"Enemy base at (93,10-16): fact#122@52%, weap#150@66%, powr#186. Keep attacking with tanks+rockets near (90,11). Move e3 stragglers from 76,13/77,12/69,20/61,27/22,23 to join. Keep training 2tnk/e3 continuously.\",\"commands\":[\n{\"do\":\"attack_move\",\"units\":[252,264,271,258,262,265],\"x\":95,\"y\":11},\n{\"do\":\"attack_move\",\"units\":[266,269],\"x\":95,\"y\":11},\n{\"do\":\"move\",\"units\":[272],\"x\":90,\"y\":15},\n{\"do\":\"move\",\"units\":[274],\"x\":90,\"y\":15},\n{\"do\":\"move\",\"units\":[275,277],\"x\":90,\"y\":15},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4748, "completion_tokens": 399, "total_tokens": 5147, "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": 0.013486, "upstream_inference_prompt_cost": 0.009496, "upstream_inference_completions_cost": 0.00399}, "completion_tokens_details": {"reasoning_tokens": 50, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.07, "thoughts": "Enemy base nearly destroyed (fact 52%, weap 66%). Push all forward units to finish it off, rally stragglers toward the front.", "notes": "Enemy base at (93,10-16): fact#122@52%, weap#150@66%, powr#186. Keep attacking with tanks+rockets near (90,11). Move e3 stragglers from 76,13/77,12/69,20/61,27/22,23 to join. Keep training 2tnk/e3 continuously.", "commands": [{"do": "attack_move", "units": [252, 264, 271, 258, 262, 265], "x": 95, "y": 11}, {"do": "attack_move", "units": [266, 269], "x": 95, "y": 11}, {"do": "move", "units": [272], "x": 90, "y": 15}, {"do": "move", "units": [274], "x": 90, "y": 15}, {"do": "move", "units": [275, 277], "x": 90, "y": 15}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 6 units", "attack_move: 2 units", "move: 1 units", "move: 1 units", "move: 2 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 20500, "deaths_cost": 16950, "units_killed": 51, "units_lost": 36, "buildings_killed": 7, "buildings_lost": 2, "assets_value": 20400, "army_value": 6500, "income": 6000, "experience": 205, "order_count": 277}}
{"tick": 18201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:08 (tick 18201 of 30000; you act every 200 ticks = 8s). 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 $744 (storage 6000), power 100 made / 120 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11900, army $3400, killed $16950 (36 units, 2 bldgs), lost $20500 (51 units, 7 bldgs). Map explored 34.1%.\nPRODUCTION: Building: powr 73%; Vehicle: 1tnk 87%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: harv 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) 52%, #132 proc@(99,15) 100%, #150 weap@(93,16) 66%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #278@(94,13)60%\n  harv (Ore Truck (harvester)) x3: #182@(97,19) #188@(99,13)9% #207@(99,22)\nVISIBLE ENEMY UNITS (6):\n  #252 2tnk@(91,8) 19%, #258 e3@(90,12) 100%, #262 e3@(89,12) 100%, #264 2tnk@(90,13) 58%, #265 e3@(90,12) 100%, #271 2tnk@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 1 units\n  - move: 1 units\n  - repair #150: ordered\nYOUR NOTES FROM LAST TURN: Low power, no cash. Cancelled extra 1tnk queue, keeping first. Harvesters pulled to (106,27).finish powr -> fix -> 2tnk. Enemy raiders 2tnk+e3 at (89-91,8-13) still in base.", "raw": "{\"thoughts\": \"Cancel queued vehicles to ensure funds for the current 1tnk and power plant. Repair fact and weap while retreating our critically damaged harvester #188. Once 1tnk finishes, focus down the low-health enemy 2tnk.\", \"notes\": \"Canceled excess queue to unblock cash. Powr completing soon to fix low power. Harvester #188 critically low hp retreating. Enemy at (90,12) attacking base.\", \"commands\": [{\"do\": \"cancel\", \"item\": \"harv\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"cancel\", \"item\": \"1tnk\"}, {\"do\": \"repair\", \"building\": 122}, {\"do\": \"repair\", \"building\": 150}, {\"do\": \"move\", \"units\": [188], \"x\": 105, \"y\": 20}, {\"do\": \"move\", \"units\": [182, 207], \"x\": 104, \"y\": 25}, {\"do\": \"attack\", \"units\": [278], \"target\": 252}]}", "routed_model": "google/gemini-3.8-flash", "usage": {"prompt_tokens": 1720, "completion_tokens": 738, "total_tokens": 2458, "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": 0.008115, "upstream_inference_prompt_cost": 0.00258, "upstream_inference_completions_cost": 0.005535}, "completion_tokens_details": {"reasoning_tokens": 439, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.52, "thoughts": "Cancel queued vehicles to ensure funds for the current 1tnk and power plant. Repair fact and weap while retreating our critically damaged harvester #188. Once 1tnk finishes, focus down the low-health enemy 2tnk.", "notes": "Canceled excess queue to unblock cash. Powr completing soon to fix low power. Harvester #188 critically low hp retreating. Enemy at (90,12) attacking base.", "commands": [{"do": "cancel", "item": "harv"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "cancel", "item": "1tnk"}, {"do": "repair", "building": 122}, {"do": "repair", "building": 150}, {"do": "move", "units": [188], "x": 105, "y": 20}, {"do": "move", "units": [182, 207], "x": 104, "y": 25}, {"do": "attack", "units": [278], "target": 252}], "feedback": ["repair #122: ordered", "repair #150: ordered", "move: 1 units", "move: 2 units", "attack: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 20500, "units_killed": 36, "units_lost": 51, "buildings_killed": 2, "buildings_lost": 7, "assets_value": 11900, "army_value": 100, "income": 2150, "experience": 167, "order_count": 172}}
{"tick": 18401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:16 (tick 18401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $20400, army $9700, killed $20600 (52 units, 7 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 31.7%.\nPRODUCTION: Vehicle: 2tnk 82%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 57%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x4: #252@(91,8)17% #264@(90,13)52% #271@(90,11) #276@(45,25)\n  e3 (Rocket Soldier) x10: #258@(90,12) #262@(89,12) #265@(90,12) #266@(86,12) #269@(86,12) #272@(77,15) #274@(69,20) #275@(31,24) #277@(32,24) #279@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(7,34)67% #142@(10,21) #220@(10,20)\nVISIBLE ENEMY UNITS (1):\n  #280 1tnk@(91,16) 100%\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 25%, #150 weap@(93,16) 66%, #186 powr@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - attack_move: 2 units\n  - move: 1 units\n  - move: 1 units\n  - move: 2 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16): fact#122@52%, weap#150@66%, powr#186. Keep attacking with tanks+rockets near (90,11). Move e3 stragglers from 76,13/77,12/69,20/61,27/22,23 to join. Keep training 2tnk/e3 continuously.", "raw": "{\"thoughts\":\"Enemy fact at 25% hp - nearly dead. Push all units to finish it off, consolidate stragglers.\",\"notes\":\"Enemy base at (93,10-16): fact#122@25%, weap#150@66%, powr#186. Push all army to finish enemy fact. Keep training 2tnk/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":93,\"y\":12},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4861, "completion_tokens": 214, "total_tokens": 5075, "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": 0.011862, "upstream_inference_prompt_cost": 0.009722, "upstream_inference_completions_cost": 0.00214}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.95, "thoughts": "Enemy fact at 25% hp - nearly dead. Push all units to finish it off, consolidate stragglers.", "notes": "Enemy base at (93,10-16): fact#122@25%, weap#150@66%, powr#186. Push all army to finish enemy fact. Keep training 2tnk/e3.", "commands": [{"do": "attack_move", "units": "all_army", "x": 93, "y": 12}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 14 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 20600, "deaths_cost": 16950, "units_killed": 52, "units_lost": 36, "buildings_killed": 7, "buildings_lost": 2, "assets_value": 20400, "army_value": 6500, "income": 5500, "experience": 206, "order_count": 281}}
{"tick": 18401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:16 (tick 18401 of 30000; you act every 200 ticks = 8s). 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 $575 (storage 6000), power 100 made / 120 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $12500, army $4000, killed $16950 (36 units, 2 bldgs), lost $20600 (52 units, 7 bldgs). Map explored 34.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: 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) 25%, #132 proc@(99,15) 100%, #150 weap@(93,16) 66%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #280@(91,16)\n  harv (Ore Truck (harvester)) x3: #182@(102,24)* #188@(105,20)9%* #207@(103,25)*\nVISIBLE ENEMY UNITS (6):\n  #252 2tnk@(91,8) 17%, #258 e3@(90,12) 100%, #262 e3@(89,12) 100%, #264 2tnk@(90,13) 52%, #265 e3@(90,12) 100%, #271 2tnk@(90,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - repair #150: ordered\n  - move: 1 units\n  - move: 2 units\n  - attack: 1 units\nYOUR NOTES FROM LAST TURN: Canceled excess queue to unblock cash. Powr completing soon to fix low power. Harvester #188 critically low hp retreating. Enemy at (90,12) attacking base.", "raw": "{\"thoughts\": \"Low power and near-zero cash with 3 enemy medium tanks pressing my base at (90,12). I must fix power, get a barracks up for rocket soldiers, keep harvesters mining, and use my lone light tank defensively to pick off the low-hp tank.\", \"notes\": \"Enemy armor group (3x 2tnk + 3x e3) at (90,12) attacking base. Placed powr, building tent for e3 anti-tank. Keep light tank near base, harvesters mining.\", \"commands\": [{\"do\":\"place\",\"item\":\"powr\",\"x\":98,\"y\":12},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"repair\",\"building\":122},{\"do\":\"attack\",\"units\":[280],\"target\":252},{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":207},{\"do\":\"rally\",\"building\":150,\"x\":95,\"y\":14}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1521, "completion_tokens": 1358, "total_tokens": 2879, "cost": 0.001860108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001860108, "upstream_inference_prompt_cost": 0.000230508, "upstream_inference_completions_cost": 0.0016296}, "completion_tokens_details": {"reasoning_tokens": 1152, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.32, "thoughts": "Low power and near-zero cash with 3 enemy medium tanks pressing my base at (90,12). I must fix power, get a barracks up for rocket soldiers, keep harvesters mining, and use my lone light tank defensively to pick off the low-hp tank.", "notes": "Enemy armor group (3x 2tnk + 3x e3) at (90,12) attacking base. Placed powr, building tent for e3 anti-tank. Keep light tank near base, harvesters mining.", "commands": [{"do": "place", "item": "powr", "x": 98, "y": 12}, {"do": "build", "item": "tent"}, {"do": "repair", "building": 122}, {"do": "attack", "units": [280], "target": 252}, {"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 207}, {"do": "rally", "building": 150, "x": 95, "y": 14}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build tent: started", "repair #122: ordered", "attack: 1 units", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 20600, "units_killed": 36, "units_lost": 52, "buildings_killed": 2, "buildings_lost": 7, "assets_value": 12500, "army_value": 700, "income": 1650, "experience": 167, "order_count": 178}}
{"tick": 18601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:24 (tick 18601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $380 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $21550, army $10850, killed $21600 (53 units, 8 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 31.7%.\nPRODUCTION: Vehicle: 2tnk 19%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 60%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(91,8)14% #264@(90,13)49% #271@(90,11) #276@(58,28) #283@(17,17)*\n  e3 (Rocket Soldier) x11: #258@(90,12)88% #262@(90,12) #265@(90,12)94% #266@(89,12) #269@(89,12) #272@(87,14) #274@(76,13) #275@(42,24) #277@(43,24) #279@(22,23) #282@(14,18)*\n  harv (Ore Truck (harvester)) x3: #130@(4,31)67% #142@(10,23) #220@(6,29)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #122 fact@(95,11) 1%, #150 weap@(93,16) 66%, #186 powr@(97,8) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 14 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (93,10-16): fact#122@25%, weap#150@66%, powr#186. Push all army to finish enemy fact. Keep training 2tnk/e3.", "raw": "{\"thoughts\":\"Enemy construction yard is at 1% HP - one more push finishes it. Send all forward units to attack the fact directly, and keep production going.\",\"notes\":\"Enemy fact#122@1%hp - finish it off. Push all forward units (2tnk/e3 near 89-91,8-14) to attack #122. Keep training 2tnk/e3, send new units to front.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[252,264,271,258,262,265,266,269,272],\"target\":122},\n{\"do\":\"attack_move\",\"units\":[274,276],\"x\":93,\"y\":11},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":2}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4809, "completion_tokens": 279, "total_tokens": 5088, "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": 0.012408, "upstream_inference_prompt_cost": 0.009618, "upstream_inference_completions_cost": 0.00279}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.11, "thoughts": "Enemy construction yard is at 1% HP - one more push finishes it. Send all forward units to attack the fact directly, and keep production going.", "notes": "Enemy fact#122@1%hp - finish it off. Push all forward units (2tnk/e3 near 89-91,8-14) to attack #122. Keep training 2tnk/e3, send new units to front.", "commands": [{"do": "attack", "units": [252, 264, 271, 258, 262, 265, 266, 269, 272], "target": 122}, {"do": "attack_move", "units": [274, 276], "x": 93, "y": 11}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 9 units", "attack_move: 2 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 21600, "deaths_cost": 16950, "units_killed": 53, "units_lost": 36, "buildings_killed": 8, "buildings_lost": 2, "assets_value": 21550, "army_value": 7650, "income": 6500, "experience": 216, "order_count": 285}}
{"tick": 18601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:24 (tick 18601 of 30000; you act every 200 ticks = 8s). 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 $310 (storage 6000), power 100 made / 120 used LOW POWER - production slowed, build power!, harvesters 3.\nSCORE: assets $11800, army $3300, killed $16950 (36 units, 2 bldgs), lost $21600 (53 units, 8 bldgs). Map explored 34.1%.\nPRODUCTION: Building: tent 53%\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) 1%, #132 proc@(99,15) 100%, #150 weap@(93,16) 66%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #182@(102,25) #188@(105,20)10%* #207@(104,24)\nVISIBLE ENEMY UNITS (8):\n  #252 2tnk@(91,8) 14%, #258 e3@(90,12) 88%, #262 e3@(90,12) 99%, #264 2tnk@(90,13) 49%, #265 e3@(90,12) 94%, #266 e3@(89,12) 100%, #269 e3@(89,12) 100%, #271 2tnk@(90,11) 99%\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 tent: started\n  - repair #122: ordered\n  - attack: 1 units\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy armor group (3x 2tnk + 3x e3) at (90,12) attacking base. Placed powr, building tent for e3 anti-tank. Keep light tank near base, harvesters mining.", "raw": "{\"thoughts\": \"Base is in crisis: Construction Yard at 1% HP with 3 enemy medium tanks + 5 rocket soldiers parked inside my base, and I have zero combat units left. Priority is keeping fact/weap alive via repair and getting light tanks produced ASAP; cash is $0 so queues will wait for ore, and low power is slowing everything.\", \"notes\": \"Enemy armor group (3x 2tnk + 5x e3) at (90,12) inside base. Repairing fact(1%) and weap(66%). Training light tanks from weap to defend; need powr after tent finishes. Harvesters mining at (102-105,20-25).\", \"commands\": [{\"do\":\"repair\",\"building\":122},{\"do\":\"repair\",\"building\":150},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":3},{\"do\":\"rally\",\"building\":150,\"x\":95,\"y\":14},{\"do\":\"harvest\",\"unit\":188}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1545, "completion_tokens": 1192, "total_tokens": 2737, "cost": 0.001668108, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001668108, "upstream_inference_prompt_cost": 0.000237708, "upstream_inference_completions_cost": 0.0014304}, "completion_tokens_details": {"reasoning_tokens": 980, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.93, "thoughts": "Base is in crisis: Construction Yard at 1% HP with 3 enemy medium tanks + 5 rocket soldiers parked inside my base, and I have zero combat units left. Priority is keeping fact/weap alive via repair and getting light tanks produced ASAP; cash is $0 so queues will wait for ore, and low power is slowing everything.", "notes": "Enemy armor group (3x 2tnk + 5x e3) at (90,12) inside base. Repairing fact(1%) and weap(66%). Training light tanks from weap to defend; need powr after tent finishes. Harvesters mining at (102-105,20-25).", "commands": [{"do": "repair", "building": 122}, {"do": "repair", "building": 150}, {"do": "train", "item": "1tnk", "count": 3}, {"do": "rally", "building": 150, "x": 95, "y": 14}, {"do": "harvest", "unit": 188}], "feedback": ["repair #122: ordered", "repair #150: ordered", "train 3x 1tnk: queued", "rally #150: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 21600, "units_killed": 36, "units_lost": 53, "buildings_killed": 2, "buildings_lost": 8, "assets_value": 11800, "army_value": 0, "income": 1650, "experience": 167, "order_count": 180}}
{"tick": 18801, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:32 (tick 18801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $21850, army $11150, killed $25600 (53 units, 10 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 32.1%.\nPRODUCTION: Vehicle: 2tnk 41%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 23%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(93,12)14% #264@(90,13)49% #271@(92,12) #276@(69,20) #283@(17,17)*\n  e3 (Rocket Soldier) x12: #258@(91,12)88% #262@(91,12) #265@(91,12)94% #266@(91,12) #269@(91,12) #272@(90,14) #274@(87,12) #275@(52,27) #277@(52,27) #279@(31,24) #282@(14,18)* #284@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(4,31)67% #142@(6,33) #220@(9,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (3):\n  #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 9 units\n  - attack_move: 2 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy fact#122@1%hp - finish it off. Push all forward units (2tnk/e3 near 89-91,8-14) to attack #122. Keep training 2tnk/e3, send new units to front.", "raw": "{\"thoughts\":\"Enemy construction yard seems destroyed, only proc/powr remain visible. Push all forward units to smash remaining buildings and finish the base off, keep production going.\",\"notes\":\"Enemy base nearly destroyed, only proc@(98,11), powr@(97,8), proc@(96,15) remain visible. Push all army to destroy these. Keep training 2tnk/e3 and reinforcing front.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":10},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4878, "completion_tokens": 280, "total_tokens": 5158, "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": 0.012556, "upstream_inference_prompt_cost": 0.009756, "upstream_inference_completions_cost": 0.0028}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.19, "thoughts": "Enemy construction yard seems destroyed, only proc/powr remain visible. Push all forward units to smash remaining buildings and finish the base off, keep production going.", "notes": "Enemy base nearly destroyed, only proc@(98,11), powr@(97,8), proc@(96,15) remain visible. Push all army to destroy these. Keep training 2tnk/e3 and reinforcing front.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 10}, {"do": "train", "item": "2tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "harvest", "unit": 130}], "feedback": ["attack_move: 17 units", "train 4x 2tnk: queued", "train 4x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 25600, "deaths_cost": 16950, "units_killed": 53, "units_lost": 36, "buildings_killed": 10, "buildings_lost": 2, "assets_value": 21850, "army_value": 7950, "income": 5500, "experience": 256, "order_count": 289}}
{"tick": 18801, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:32 (tick 18801 of 30000; you act every 200 ticks = 8s). 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 $1075 (storage 6000), power 100 made / 90 used, harvesters 3.\nSCORE: assets $7800, army $3300, killed $16950 (36 units, 2 bldgs), lost $25600 (53 units, 10 bldgs). Map explored 34.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #132 proc@(99,15) 100%, #181 proc@(98,11) 100%, #186 powr@(97,8) 100%, #206 proc@(96,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x3: #182@(99,17) #188@(99,16)11% #207@(94,18)\nVISIBLE ENEMY UNITS (7):\n  #252 2tnk@(93,12) 14%, #258 e3@(91,12) 88%, #262 e3@(91,12) 99%, #265 e3@(91,12) 94%, #266 e3@(91,12) 100%, #269 e3@(91,12) 100%, #271 2tnk@(92,12) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #122: ordered\n  - repair #150: ordered\n  - train 3x 1tnk: queued\n  - rally #150: ordered\nYOUR NOTES FROM LAST TURN: Enemy armor group (3x 2tnk + 5x e3) at (90,12) inside base. Repairing fact(1%) and weap(66%). Training light tanks from weap to defend; need powr after tent finishes. Harvesters mining at (102-105,20-25).", "raw": "{\"thoughts\": \"My base is gutted: no Construction Yard, no barracks/war factory, so I cannot produce anything new. Enemy armor (2tnk + e3) is at ~(92,12) hitting my northern refinery. Only scoring play left is to preserve assets and keep harvesting.\", \"notes\": \"No fact/weap/tent remain - cannot build or train. Only 3 procs, 1 powr, 3 harvesters left. Keep harvesters mining AWAY from (92,12) enemy group. Repair threatened proc #181. Enemy armor ~(92,12).\", \"commands\": [{\"do\": \"harvest\", \"unit\": 182}, {\"do\": \"harvest\", \"unit\": 188}, {\"do\": \"harvest\", \"unit\": 207}, {\"do\": \"repair\", \"building\": 181}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1382, "completion_tokens": 1836, "total_tokens": 3218, "cost": 0.002392008, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.002392008, "upstream_inference_prompt_cost": 0.000188808, "upstream_inference_completions_cost": 0.0022032}, "completion_tokens_details": {"reasoning_tokens": 1649, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 8.03, "thoughts": "My base is gutted: no Construction Yard, no barracks/war factory, so I cannot produce anything new. Enemy armor (2tnk + e3) is at ~(92,12) hitting my northern refinery. Only scoring play left is to preserve assets and keep harvesting.", "notes": "No fact/weap/tent remain - cannot build or train. Only 3 procs, 1 powr, 3 harvesters left. Keep harvesters mining AWAY from (92,12) enemy group. Repair threatened proc #181. Enemy armor ~(92,12).", "commands": [{"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "harvest", "unit": 207}, {"do": "repair", "building": 181}], "feedback": ["repair #181: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 25600, "units_killed": 36, "units_lost": 53, "buildings_killed": 2, "buildings_lost": 10, "assets_value": 7800, "army_value": 0, "income": 1550, "experience": 167, "order_count": 183}}
{"tick": 19001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:40 (tick 19001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $21850, army $11150, killed $27000 (54 units, 11 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 32.3%.\nPRODUCTION: Vehicle: 2tnk 44%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(93,12)14% #264@(92,13)49% #271@(94,11) #276@(81,14) #283@(31,20)\n  e3 (Rocket Soldier) x12: #258@(94,10)88% #262@(93,10) #265@(94,10)94% #266@(94,10) #269@(93,10) #272@(92,14) #274@(91,12) #275@(61,27) #277@(62,27) #279@(41,24) #282@(21,23) #284@(22,23)\n  harv (Ore Truck (harvester)) x3: #130@(9,26)67% #142@(3,29) #220@(6,25)\nVISIBLE ENEMY UNITS (1):\n  #285 harv.fullhusk@(91,10) 97%\nVISIBLE ENEMY BUILDINGS (2):\n  #181 proc@(98,11) 86%, #206 proc@(96,15) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 4x 2tnk: queued\n  - train 4x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base nearly destroyed, only proc@(98,11), powr@(97,8), proc@(96,15) remain visible. Push all army to destroy these. Keep training 2tnk/e3 and reinforcing front.", "raw": "{\"thoughts\":\"Push remaining army into enemy base to destroy last buildings.\",\"notes\":\"Enemy has only 2 proc buildings left visible near (96,15) and (98,11). Push all army there to finish them off. Keep training 2tnk/e3.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":97,\"y\":12},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4978, "completion_tokens": 157, "total_tokens": 5135, "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": 0.011526, "upstream_inference_prompt_cost": 0.009956, "upstream_inference_completions_cost": 0.00157}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.22, "thoughts": "Push remaining army into enemy base to destroy last buildings.", "notes": "Enemy has only 2 proc buildings left visible near (96,15) and (98,11). Push all army there to finish them off. Keep training 2tnk/e3.", "commands": [{"do": "attack_move", "units": "all_army", "x": 97, "y": 12}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 17 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 27000, "deaths_cost": 16950, "units_killed": 54, "units_lost": 36, "buildings_killed": 11, "buildings_lost": 2, "assets_value": 21850, "army_value": 7950, "income": 5050, "experience": 270, "order_count": 297}}
{"tick": 19001, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:40 (tick 19001 of 30000; you act every 200 ticks = 8s). 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 $1575 (storage 6000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6400, army $2200, killed $16950 (36 units, 2 bldgs), lost $27000 (54 units, 11 bldgs). Map explored 34.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #132 proc@(99,15) 100%, #181 proc@(98,11) 86%, #206 proc@(96,15) 82%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #182@(100,20) #188@(103,25)13%\n  harv.fullhusk (harv.fullhusk) x1: #285@(91,10)97%*\nVISIBLE ENEMY UNITS (10):\n  #252 2tnk@(93,12) 14%, #258 e3@(94,10) 88%, #262 e3@(93,10) 99%, #264 2tnk@(92,13) 49%, #265 e3@(94,10) 94%, #266 e3@(94,10) 100%, #269 e3@(93,10) 100%, #271 2tnk@(94,11) 99%, #272 e3@(92,14) 100%, #274 e3@(91,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #181: ordered\nYOUR NOTES FROM LAST TURN: No fact/weap/tent remain - cannot build or train. Only 3 procs, 1 powr, 3 harvesters left. Keep harvesters mining AWAY from (92,12) enemy group. Repair threatened proc #181. Enemy armor ~(92,12).", "raw": "{\"thoughts\": \"I have no Construction Yard or production buildings left, so my only option is to keep harvesters mining safely away from the enemy group at (92,12) and repair what little remains. Nothing else is actionable.\", \"notes\": \"No fact/weap/tent - cannot build or train anything. Only 3 procs left. Keep 2 harvesters mining far from enemy armor ~(92,12). Repair procs as they take damage. Game effectively lost unless enemy leaves.\", \"commands\": [{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"repair\",\"building\":206}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1402, "completion_tokens": 554, "total_tokens": 1956, "cost": 0.000859608, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.000859608, "upstream_inference_prompt_cost": 0.000194808, "upstream_inference_completions_cost": 0.0006648}, "completion_tokens_details": {"reasoning_tokens": 415, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "I have no Construction Yard or production buildings left, so my only option is to keep harvesters mining safely away from the enemy group at (92,12) and repair what little remains. Nothing else is actionable.", "notes": "No fact/weap/tent - cannot build or train anything. Only 3 procs left. Keep 2 harvesters mining far from enemy armor ~(92,12). Repair procs as they take damage. Game effectively lost unless enemy leaves.", "commands": [{"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "repair", "building": 206}], "feedback": ["repair #206: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 27000, "units_killed": 36, "units_lost": 54, "buildings_killed": 2, "buildings_lost": 11, "assets_value": 6400, "army_value": 0, "income": 1550, "experience": 167, "order_count": 183}}
{"tick": 19201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:48 (tick 19201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $306 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $21850, army $11150, killed $28400 (54 units, 12 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 32.6%.\nPRODUCTION: Vehicle: 2tnk 55%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 64%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(93,12)14% #264@(92,13)49% #271@(94,11) #276@(93,14) #283@(44,27)\n  e3 (Rocket Soldier) x12: #258@(95,11)88% #262@(94,10) #265@(95,11)94% #266@(95,11) #269@(94,10) #272@(92,14) #274@(92,12) #275@(70,22) #277@(70,21) #279@(51,26) #282@(31,24) #284@(32,24)\n  harv (Ore Truck (harvester)) x3: #130@(10,20)67% #142@(8,28) #220@(4,31)\nVISIBLE ENEMY UNITS (1):\n  #285 harv.fullhusk@(91,10) 79%\nVISIBLE ENEMY BUILDINGS (1):\n  #206 proc@(96,15) 11%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy has only 2 proc buildings left visible near (96,15) and (98,11). Push all army there to finish them off. Keep training 2tnk/e3.", "raw": "{\"thoughts\":\"Enemy proc at 11% hp near our forward units; finish it off and keep pushing while reinforcing production.\",\"notes\":\"Enemy base near (95,11)/(96,15). Push all army there, target proc #206. Keep training 2tnk/e3 continuously.\",\"commands\":[{\"do\":\"attack\",\"units\":[258,262,265,266,269,272,274,252,264,271,276],\"target\":206},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 4994, "completion_tokens": 229, "total_tokens": 5223, "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": 0.012278, "upstream_inference_prompt_cost": 0.009988, "upstream_inference_completions_cost": 0.00229}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "Enemy proc at 11% hp near our forward units; finish it off and keep pushing while reinforcing production.", "notes": "Enemy base near (95,11)/(96,15). Push all army there, target proc #206. Keep training 2tnk/e3 continuously.", "commands": [{"do": "attack", "units": [258, 262, 265, 266, 269, 272, 274, 252, 264, 271, 276], "target": 206}, {"do": "train", "item": "2tnk", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack: 11 units", "train 2x 2tnk: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 28400, "deaths_cost": 16950, "units_killed": 54, "units_lost": 36, "buildings_killed": 12, "buildings_lost": 2, "assets_value": 21850, "army_value": 7950, "income": 5550, "experience": 284, "order_count": 301}}
{"tick": 19201, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:48 (tick 19201 of 30000; you act every 200 ticks = 8s). 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 $1050 (storage 4000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $5000, army $2200, killed $16950 (36 units, 2 bldgs), lost $28400 (54 units, 12 bldgs). Map explored 34.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #132 proc@(99,15) 100%, #206 proc@(96,15) 11%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #182@(103,25) #188@(104,26)14%\n  harv.fullhusk (harv.fullhusk) x1: #285@(91,10)79%*\nVISIBLE ENEMY UNITS (11):\n  #252 2tnk@(93,12) 14%, #258 e3@(95,11) 88%, #262 e3@(94,10) 99%, #264 2tnk@(92,13) 49%, #265 e3@(95,11) 94%, #266 e3@(95,11) 100%, #269 e3@(94,10) 100%, #271 2tnk@(94,11) 99%, #272 e3@(92,14) 100%, #274 e3@(92,12) 100%, #276 2tnk@(93,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #206: ordered\nYOUR NOTES FROM LAST TURN: No fact/weap/tent - cannot build or train anything. Only 3 procs left. Keep 2 harvesters mining far from enemy armor ~(92,12). Repair procs as they take damage. Game effectively lost unless enemy leaves.", "raw": "{\"thoughts\": \"Base is destroyed; only two refineries and harvesters remain, with enemy armor sitting on our start position. No production possible, so preserve harvesters far from the enemy and keep repairing the refinery.\", \"notes\": \"Enemy armor group at ~(92-95,10-14). Our harvesters moved to (108,48) for safety. Repairing proc #206. No production possible.\", \"commands\": [{\"do\": \"move\", \"units\": [182, 188], \"x\": 108, \"y\": 48}, {\"do\": \"stance\", \"units\": [182, 188], \"stance\": \"hold_fire\"}, {\"do\": \"repair\", \"building\": 206}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1397, "completion_tokens": 1278, "total_tokens": 2675, "cost": 0.001726908, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001726908, "upstream_inference_prompt_cost": 0.000193308, "upstream_inference_completions_cost": 0.0015336}, "completion_tokens_details": {"reasoning_tokens": 1121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.11, "thoughts": "Base is destroyed; only two refineries and harvesters remain, with enemy armor sitting on our start position. No production possible, so preserve harvesters far from the enemy and keep repairing the refinery.", "notes": "Enemy armor group at ~(92-95,10-14). Our harvesters moved to (108,48) for safety. Repairing proc #206. No production possible.", "commands": [{"do": "move", "units": [182, 188], "x": 108, "y": 48}, {"do": "stance", "units": [182, 188], "stance": "hold_fire"}, {"do": "repair", "building": 206}], "feedback": ["move: 2 units", "stance: 2 units", "repair #206: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 28400, "units_killed": 36, "units_lost": 54, "buildings_killed": 2, "buildings_lost": 12, "assets_value": 5000, "army_value": 0, "income": 1300, "experience": 167, "order_count": 183}}
{"tick": 19401, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 12:56 (tick 19401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (12, 16). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(95, 11)].\nECONOMY: cash $0 + stored ore $110 (storage 4000), power 498 made / 160 used, harvesters 3.\nSCORE: assets $22150, army $11450, killed $29800 (54 units, 13 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 32.7%.\nPRODUCTION: Vehicle: 2tnk 76%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(93,12)14%* #264@(92,13)49%* #271@(94,11)* #276@(93,14)* #283@(58,28)\n  e3 (Rocket Soldier) x13: #258@(95,11)88%* #262@(95,11)* #265@(95,11)94%* #266@(95,11)* #269@(95,11)* #272@(92,14)* #274@(92,12)* #275@(77,15) #277@(77,14) #279@(60,28) #282@(42,24) #284@(43,24) #286@(15,18)*\n  harv (Ore Truck (harvester)) x3: #130@(6,27)67% #142@(10,20) #220@(4,29)\nVISIBLE ENEMY UNITS (1):\n  #285 harv.fullhusk@(91,10) 61%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - train 2x 2tnk: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11)/(96,15). Push all army there, target proc #206. Keep training 2tnk/e3 continuously.", "raw": "{\"thoughts\":\"My forces are clustered near the enemy base but no enemy buildings visible - possibly destroyed or hidden. Push remaining idle army forward to scout/finish off, keep production rolling.\",\"notes\":\"Enemy base near (95,11)/(96,15), buildings destroyed/hidden - keep pushing army east to find remaining structures. Continue training 2tnk/e3 nonstop, protect harvesters at home.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":97,\"y\":10},{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":142},{\"do\":\"harvest\",\"unit\":220}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 5033, "completion_tokens": 323, "total_tokens": 5356, "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": 0.013296, "upstream_inference_prompt_cost": 0.010066, "upstream_inference_completions_cost": 0.00323}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.23, "thoughts": "My forces are clustered near the enemy base but no enemy buildings visible - possibly destroyed or hidden. Push remaining idle army forward to scout/finish off, keep production rolling.", "notes": "Enemy base near (95,11)/(96,15), buildings destroyed/hidden - keep pushing army east to find remaining structures. Continue training 2tnk/e3 nonstop, protect harvesters at home.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 97, "y": 10}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 142}, {"do": "harvest", "unit": 220}], "feedback": ["attack_move: 12 units", "train 3x 2tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 29800, "deaths_cost": 16950, "units_killed": 54, "units_lost": 36, "buildings_killed": 13, "buildings_lost": 2, "assets_value": 22150, "army_value": 8250, "income": 5200, "experience": 298, "order_count": 305}}
{"tick": 19401, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 12:56 (tick 19401 of 30000; you act every 200 ticks = 8s). 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 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $16950 (36 units, 2 bldgs), lost $29800 (54 units, 13 bldgs). Map explored 34.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #132 proc@(99,15) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #182@(105,24)* #188@(104,26)15%*\n  harv.fullhusk (harv.fullhusk) x1: #285@(91,10)61%*\nVISIBLE ENEMY UNITS (5):\n  #258 e3@(95,11) 88%, #262 e3@(95,11) 99%, #265 e3@(95,11) 94%, #266 e3@(95,11) 100%, #269 e3@(95,11) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 2 units\n  - stance: 2 units\n  - repair #206: ordered\nYOUR NOTES FROM LAST TURN: Enemy armor group at ~(92-95,10-14). Our harvesters moved to (108,48) for safety. Repairing proc #206. No production possible.", "raw": "{\"thoughts\": \"Catastrophic state: no Construction Yard, only a refinery, no army. 5 enemy rocket soldiers sit at my old start (95,11) and will likely hit my refinery. I cannot build anything without a ConYard, so my only play is to keep the healthy harvester mining and pull the damaged husk harvester away from danger.\", \"notes\": \"Enemy e3 squad (~5) holding (95,11). Only proc #132 at (99,15) left, no ConYard -> cannot produce. Healthy harv #182 mining; husk #285 damaged at (91,10) near enemy - retreat it. This position is likely lost unless enemy ignores me.\", \"commands\": [{\"do\": \"harvest\", \"unit\": 182}, {\"do\": \"move\", \"units\": [285], \"x\": 106, \"y\": 45}, {\"do\": \"repair\", \"building\": 132}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1300, "completion_tokens": 750, "total_tokens": 2050, "cost": 0.001064208, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001064208, "upstream_inference_prompt_cost": 0.000164208, "upstream_inference_completions_cost": 0.0009}, "completion_tokens_details": {"reasoning_tokens": 544, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Catastrophic state: no Construction Yard, only a refinery, no army. 5 enemy rocket soldiers sit at my old start (95,11) and will likely hit my refinery. I cannot build anything without a ConYard, so my only play is to keep the healthy harvester mining and pull the damaged husk harvester away from danger.", "notes": "Enemy e3 squad (~5) holding (95,11). Only proc #132 at (99,15) left, no ConYard -> cannot produce. Healthy harv #182 mining; husk #285 damaged at (91,10) near enemy - retreat it. This position is likely lost unless enemy ignores me.", "commands": [{"do": "harvest", "unit": 182}, {"do": "move", "units": [285], "x": 106, "y": 45}, {"do": "repair", "building": 132}], "feedback": ["move: 1 units", "repair #132: ordered"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 29800, "units_killed": 36, "units_lost": 54, "buildings_killed": 2, "buildings_lost": 13, "assets_value": 3600, "army_value": 0, "income": 1300, "experience": 167, "order_count": 183}}
{"tick": 19601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 13:04 (tick 19601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction england (Allies). Home/start cell (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 498 made / 160 used, harvesters 3.\nSCORE: assets $22150, army $11450, killed $29800 (54 units, 13 bldgs), lost $16950 (36 units, 2 bldgs). Map explored 33.5%.\nPRODUCTION: Vehicle: 2tnk 82%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Vehicle: 2tnk 0%; Infantry: e3 40%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: 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, mech Mechanic $500\n  Vehicle: 1tnk Light Tank $700, 2tnk Medium Tank $850, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, jeep Ranger $500, mnly Minelayer $800, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(12,16) 98%, #123 powr@(10,16) 100%, #131 powr@(12,13) 98%, #139 proc@(10,19) 100%, #153 powr@(10,13) 100%, #158 fix@(13,20) 100%, #161 powr@(8,16) 100%, #163 tent@(15,17) 34%, #164 sbag@(13,14) 99%, #167 pbox@(13,13) 100%, #171 powr@(15,14) 100%, #192 weap@(17,16) 100%, #219 proc@(16,19) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  2tnk (Medium Tank) x5: #252@(95,13)14% #264@(93,13)49%* #271@(96,9)* #276@(95,14) #283@(70,22)\n  e3 (Rocket Soldier) x13: #258@(97,10)88%* #262@(97,10)* #265@(97,10)94%* #266@(97,10)* #269@(96,11) #272@(96,11) #274@(97,10)* #275@(86,12) #277@(87,12) #279@(68,21) #282@(51,26) #284@(52,27) #286@(22,23)\n  harv (Ore Truck (harvester)) x3: #130@(5,30)67% #142@(3,30) #220@(5,29)\nVISIBLE ENEMY UNITS (1):\n  #285 harv.fullhusk@(91,10) 43%\nVISIBLE ENEMY BUILDINGS (1):\n  #132 proc@(99,15) 62%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 12 units\n  - train 3x 2tnk: queued\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base near (95,11)/(96,15), buildings destroyed/hidden - keep pushing army east to find remaining structures. Continue training 2tnk/e3 nonstop, protect harvesters at home.", "raw": "{\"thoughts\":\"My units near the enemy base should press attack on the remaining refinery and push further to find more buildings. Keep production running.\",\"notes\":\"Enemy base near (95,11)-(99,15), proc#132 at 62% hp - keep attacking. Push idle units there, continue training 2tnk/e3 nonstop, protect harvesters at home.\",\"commands\":[\n{\"do\":\"attack\",\"units\":[252,264,271,276,258,262,265,266,269,272,274],\"target\":132},\n{\"do\":\"attack_move\",\"units\":[275,277],\"x\":97,\"y\":11},\n{\"do\":\"train\",\"item\":\"2tnk\",\"count\":3},\n{\"do\":\"train\",\"item\":\"e3\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 5146, "completion_tokens": 276, "total_tokens": 5422, "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": 0.013052, "upstream_inference_prompt_cost": 0.010292, "upstream_inference_completions_cost": 0.00276}, "completion_tokens_details": {"reasoning_tokens": 44, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.54, "thoughts": "My units near the enemy base should press attack on the remaining refinery and push further to find more buildings. Keep production running.", "notes": "Enemy base near (95,11)-(99,15), proc#132 at 62% hp - keep attacking. Push idle units there, continue training 2tnk/e3 nonstop, protect harvesters at home.", "commands": [{"do": "attack", "units": [252, 264, 271, 276, 258, 262, 265, 266, 269, 272, 274], "target": 132}, {"do": "attack_move", "units": [275, 277], "x": 97, "y": 11}, {"do": "train", "item": "2tnk", "count": 3}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack: 11 units", "attack_move: 2 units", "train 3x 2tnk: queued", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 29800, "deaths_cost": 16950, "units_killed": 54, "units_lost": 36, "buildings_killed": 13, "buildings_lost": 2, "assets_value": 22150, "army_value": 8250, "income": 5200, "experience": 298, "order_count": 311}}
{"tick": 19601, "slot": "Multi1", "model": "typesafe/jev-router", "prompt": "GAME TIME 13:04 (tick 19601 of 30000; you act every 200 ticks = 8s). 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 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3600, army $2200, killed $16950 (36 units, 2 bldgs), lost $29800 (54 units, 13 bldgs). Map explored 34.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #132 proc@(99,15) 62%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #182@(105,25) #188@(104,26)17%*\n  harv.fullhusk (harv.fullhusk) x1: #285@(91,10)43%*\nVISIBLE ENEMY UNITS (9):\n  #252 2tnk@(95,13) 14%, #258 e3@(97,10) 88%, #262 e3@(97,10) 99%, #265 e3@(97,10) 94%, #266 e3@(97,10) 100%, #269 e3@(96,11) 100%, #272 e3@(96,11) 100%, #274 e3@(97,10) 100%, #276 2tnk@(95,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - repair #132: ordered\nYOUR NOTES FROM LAST TURN: Enemy e3 squad (~5) holding (95,11). Only proc #132 at (99,15) left, no ConYard -> cannot produce. Healthy harv #182 mining; husk #285 damaged at (91,10) near enemy - retreat it. This position is likely lost unless enemy ignores me.", "raw": "{\"thoughts\": \"No production buildings left and no ConYard, so the only score I can add is ore. I'll keep both harvesters mining and pull the damaged husk away from the enemy push near (95,13).\", \"notes\": \"Lost ConYard; only proc #132 at (99,15). Enemy 2tnk + e3 squad near (95,13) likely to hit refinery. Just mine to raise stored-ore assets; keep harvesters away from enemy.\", \"commands\": [{\"do\":\"harvest\",\"unit\":182},{\"do\":\"harvest\",\"unit\":188},{\"do\":\"move\",\"units\":[285],\"x\":105,\"y\":30}]}", "routed_model": "deepseek/deepseek-v4.1-flash", "usage": {"prompt_tokens": 1378, "completion_tokens": 754, "total_tokens": 2132, "cost": 0.001092408, "is_byok": false, "prompt_tokens_details": {"cached_tokens": 768, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.001092408, "upstream_inference_prompt_cost": 0.000187608, "upstream_inference_completions_cost": 0.0009048}, "completion_tokens_details": {"reasoning_tokens": 607, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "No production buildings left and no ConYard, so the only score I can add is ore. I'll keep both harvesters mining and pull the damaged husk away from the enemy push near (95,13).", "notes": "Lost ConYard; only proc #132 at (99,15). Enemy 2tnk + e3 squad near (95,13) likely to hit refinery. Just mine to raise stored-ore assets; keep harvesters away from enemy.", "commands": [{"do": "harvest", "unit": 182}, {"do": "harvest", "unit": 188}, {"do": "move", "units": [285], "x": 105, "y": 30}], "feedback": ["move: 1 units"], "stats": {"win_state": "Undefined", "faction": "germany", "bot_type": "llm-arena", "kills_cost": 16950, "deaths_cost": 29800, "units_killed": 36, "units_lost": 54, "buildings_killed": 2, "buildings_lost": 13, "assets_value": 3600, "army_value": 0, "income": 1300, "experience": 167, "order_count": 183}}
