{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $2000, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 0%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Vehicle: truk Supply Truck $500\n  Ship: lst Transport Boat $500\nYOUR BUILDINGS (id type @cell hp):\n  none\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  mcv (MCV (deploys into Construction Yard)) x1: #119@(95,11)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy MCV to start base, then begin economy build.\",\"notes\":\"Enemy likely at (12,16), far from home (95,11). Plan: deploy MCV, build power, refinery, barracks, war factory. Expand economy first.\",\"commands\":[{\"do\":\"deploy\",\"unit\":119}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1648, "completion_tokens": 107, "total_tokens": 1755, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004366, "upstream_inference_prompt_cost": 0.003296, "upstream_inference_completions_cost": 0.00107}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.02, "thoughts": "Deploy MCV to start base, then begin economy build.", "notes": "Enemy likely at (12,16), far from home (95,11). Plan: deploy MCV, build power, refinery, barracks, war factory. Expand economy first.", "commands": [{"do": "deploy", "unit": 119}], "feedback": ["deploy #119: ordered"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 1, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:00 (tick 1 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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: #120@(12,16)*\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: (none yet)", "raw": "{\"thoughts\":\"Deploy immediately and begin the standard economic opening with power, then refinery and barracks.\",\"notes\":\"Home at (12,16); enemy likely near (95,11). Deploy MCV, build power.\",\"commands\":[{\"do\":\"deploy\",\"unit\":120},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1096, "completion_tokens": 70, "total_tokens": 1166, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1094, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0039369, "upstream_inference_prompt_cost": 0.0030129, "upstream_inference_completions_cost": 0.000924}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.22, "thoughts": "Deploy immediately and begin the standard economic opening with power, then refinery and barracks.", "notes": "Home at (12,16); enemy likely near (95,11). Deploy MCV, build power.", "commands": [{"do": "deploy", "unit": 120}, {"do": "build", "item": "powr"}], "feedback": ["deploy #120: ordered", "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": "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $5000 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #119: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely at (12,16), far from home (95,11). Plan: deploy MCV, build power, refinery, barracks, war factory. Expand economy first.", "raw": "{\"thoughts\":\"Start economy: power plant then refinery, then barracks.\",\"notes\":\"Enemy at (12,16), far. Build powr->proc->barr->weap. Expand eco first.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1708, "completion_tokens": 87, "total_tokens": 1795, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004286, "upstream_inference_prompt_cost": 0.003416, "upstream_inference_completions_cost": 0.00087}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.95, "thoughts": "Start economy: power plant then refinery, then barracks.", "notes": "Enemy at (12,16), far. Build powr->proc->barr->weap. Expand eco first.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 0}}
{"tick": 201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:08 (tick 201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - deploy #120: ordered\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home at (12,16); enemy likely near (95,11). Deploy MCV, build power.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant should be ready or nearly ready. Place it immediately, then establish refinery income and infantry scouting.\",\"notes\":\"Home (12,16), enemy likely (95,11). Opening: power, refinery, barracks, second refinery/war factory; scout east.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":16,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1126, "completion_tokens": 144, "total_tokens": 1270, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1124, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0049962, "upstream_inference_prompt_cost": 0.0030954, "upstream_inference_completions_cost": 0.0019008}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.83, "thoughts": "Construction Yard is deployed and the first power plant should be ready or nearly ready. Place it immediately, then establish refinery income and infantry scouting.", "notes": "Home (12,16), enemy likely (95,11). Opening: power, refinery, barracks, second refinery/war factory; scout east.", "commands": [{"do": "place", "item": "powr", "x": 16, "y": 16}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e1: 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": "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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 0 made / 0 used, harvesters 0.\nSCORE: assets $2000, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.1%.\nPRODUCTION: Building: powr READY TO PLACE\nCAN PRODUCE NOW:\n  Building: powr Power Plant $300\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), far. Build powr->proc->barr->weap. Expand eco first.", "raw": "{\"thoughts\":\"Place power plant, start ore refinery next, keep economy growing.\",\"notes\":\"Enemy at (12,16), far side. Build order: powr->proc->barr->weap. Expand eco, then mass tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1692, "completion_tokens": 127, "total_tokens": 1819, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004654, "upstream_inference_prompt_cost": 0.003384, "upstream_inference_completions_cost": 0.00127}, "completion_tokens_details": {"reasoning_tokens": 13, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.78, "thoughts": "Place power plant, start ore refinery next, keep economy growing.", "notes": "Enemy at (12,16), far side. Build order: powr->proc->barr->weap. Expand eco, then mass tanks.", "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": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2000, "army_value": 0, "income": 0, "experience": 0, "order_count": 1}}
{"tick": 401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:16 (tick 401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). Opening: power, refinery, barracks, second refinery/war factory; scout east.", "raw": "{\"thoughts\":\"Construction Yard is deployed; begin the standard opening by building power immediately, then place it and unlock the refinery.\",\"notes\":\"Home (12,16), enemy likely (95,11). Power is now building; next place it, build refinery, then barracks and expand economy.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1164, "completion_tokens": 90, "total_tokens": 1254, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1162, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043879, "upstream_inference_prompt_cost": 0.0031999, "upstream_inference_completions_cost": 0.001188}, "completion_tokens_details": {"reasoning_tokens": 11, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.6, "thoughts": "Construction Yard is deployed; begin the standard opening by building power immediately, then place it and unlock the refinery.", "notes": "Home (12,16), enemy likely (95,11). Power is now building; next place it, build refinery, then barracks and expand economy.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4700 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16), far side. Build order: powr->proc->barr->weap. Expand eco, then mass tanks.", "raw": "{\"thoughts\":\"Continue economy buildup: refinery, barracks, more power as needed.\",\"notes\":\"Enemy at (12,16). Build order: proc->barr->weap. Expand eco, mass tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1808, "completion_tokens": 94, "total_tokens": 1902, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004556, "upstream_inference_prompt_cost": 0.003616, "upstream_inference_completions_cost": 0.00094}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.54, "thoughts": "Continue economy buildup: refinery, barracks, more power as needed.", "notes": "Enemy at (12,16). Build order: proc->barr->weap. Expand eco, mass tanks.", "commands": [{"do": "build", "item": "proc"}], "feedback": ["build proc: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 2}}
{"tick": 601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:24 (tick 601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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  #122 fact@(12,16) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). Power is now building; next place it, build refinery, then barracks and expand economy.", "raw": "{\"thoughts\":\"Construction Yard is deployed and the first power plant is ready. Place it immediately and begin the refinery to establish income.\",\"notes\":\"Home (12,16), enemy likely (95,11). Place powr then build proc; prioritize economy and barracks next.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":15,\"y\":16},{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1132, "completion_tokens": 111, "total_tokens": 1243, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1130, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0045771, "upstream_inference_prompt_cost": 0.0031119, "upstream_inference_completions_cost": 0.0014652}, "completion_tokens_details": {"reasoning_tokens": 20, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.55, "thoughts": "Construction Yard is deployed and the first power plant is ready. Place it immediately and begin the refinery to establish income.", "notes": "Home (12,16), enemy likely (95,11). Place powr then build proc; prioritize economy and barracks next.", "commands": [{"do": "place", "item": "powr", "x": 15, "y": 16}, {"do": "build", "item": "proc"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)"], "stats": {"win_state": "Undefined", "faction": "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Continue economy buildup while proc finishes. Queue power and barracks next.\",\"notes\":\"Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1751, "completion_tokens": 85, "total_tokens": 1836, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004352, "upstream_inference_prompt_cost": 0.003502, "upstream_inference_completions_cost": 0.00085}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Continue economy buildup while proc finishes. Queue power and barracks next.", "notes": "Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:32 (tick 801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 2.3%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: NOT AVAILABLE (not in CAN PRODUCE NOW)\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). Place powr then build proc; prioritize economy and barracks next.", "raw": "{\"thoughts\":\"Power is online and the immediate priority is establishing ore income. Start the first refinery now, then place it and begin barracks/second refinery production next turn.\",\"notes\":\"Home (12,16); enemy likely at (95,11). First power plant #124 active. Refinery is now the priority.\",\"commands\":[{\"do\":\"build\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1184, "completion_tokens": 111, "total_tokens": 1295, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1182, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0047201, "upstream_inference_prompt_cost": 0.0032549, "upstream_inference_completions_cost": 0.0014652}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 1.78, "thoughts": "Power is online and the immediate priority is establishing ore income. Start the first refinery now, then place it and begin barracks/second refinery production next turn.", "notes": "Home (12,16); enemy likely at (95,11). First power plant #124 active. Refinery is now the priority.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $4045 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 46%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Proc is building. Once done, queue power and barracks. No units yet to act.\",\"notes\":\"Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1725, "completion_tokens": 85, "total_tokens": 1810, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0043, "upstream_inference_prompt_cost": 0.00345, "upstream_inference_completions_cost": 0.00085}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.4, "thoughts": "Proc is building. Once done, queue power and barracks. No units yet to act.", "notes": "Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:40 (tick 1001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $4375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build proc: started\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely at (95,11). First power plant #124 active. Refinery is now the priority.", "raw": "{\"thoughts\":\"The first refinery is still under construction. I will place it immediately when ready, then establish barracks and vehicle production while expanding ore income.\",\"notes\":\"Home (12,16); enemy likely at (95,11). Refinery 23% building; queue blocked until complete.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1161, "completion_tokens": 125, "total_tokens": 1286, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1159, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00484165, "upstream_inference_prompt_cost": 0.00319165, "upstream_inference_completions_cost": 0.00165}, "completion_tokens_details": {"reasoning_tokens": 56, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.23, "thoughts": "The first refinery is still under construction. I will place it immediately when ready, then establish barracks and vehicle production while expanding ore income.", "notes": "Home (12,16); enemy likely at (95,11). Refinery 23% building; queue blocked until complete.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3711 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 70%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Proc is building. Queue barracks and power next, prepare for expansion.\",\"notes\":\"Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1725, "completion_tokens": 98, "total_tokens": 1823, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00443, "upstream_inference_prompt_cost": 0.00345, "upstream_inference_completions_cost": 0.00098}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.58, "thoughts": "Proc is building. Queue barracks and power next, prepare for expansion.", "notes": "Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "commands": [{"do": "build", "item": "powr"}], "feedback": ["build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 3}}
{"tick": 1201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:48 (tick 1201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $4041 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 47%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely at (95,11). Refinery 23% building; queue blocked until complete.", "raw": "{\"thoughts\":\"The first refinery is nearly ready and cash is healthy. I will place it immediately, establish infantry production, and begin scouting toward the likely enemy position.\",\"notes\":\"Home (12,16), enemy likely (95,11). Place first proc; build barracks next; scout east with infantry and add refinery/war factory afterward.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":14},{\"do\":\"build\",\"item\":\"tent\"},{\"do\":\"rally\",\"building\":122,\"x\":35,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1144, "completion_tokens": 142, "total_tokens": 1286, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1142, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0050193, "upstream_inference_prompt_cost": 0.0031449, "upstream_inference_completions_cost": 0.0018744}, "completion_tokens_details": {"reasoning_tokens": 21, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.13, "thoughts": "The first refinery is nearly ready and cash is healthy. I will place it immediately, establish infantry production, and begin scouting toward the likely enemy position.", "notes": "Home (12,16), enemy likely (95,11). Place first proc; build barracks next; scout east with infantry and add refinery/war factory afterward.", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 14}, {"do": "build", "item": "tent"}, {"do": "rally", "building": 122, "x": 35, "y": 14}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build tent: started", "rally #122: 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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3378 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc 94%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Proc is nearly done, power plant building. Let's queue barracks next for infantry production and keep economy going.\",\"notes\":\"Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.\",\"commands\":[{\"do\":\"build\",\"item\":\"barr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1764, "completion_tokens": 134, "total_tokens": 1898, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004868, "upstream_inference_prompt_cost": 0.003528, "upstream_inference_completions_cost": 0.00134}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Proc is nearly done, power plant building. Let's queue barracks next for infantry production and keep economy going.", "notes": "Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "commands": [{"do": "build", "item": "barr"}], "feedback": ["build barr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 4}}
{"tick": 1401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 0:56 (tick 1401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $3708 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 70%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build tent: started\n  - rally #122: ordered\nYOUR NOTES FROM LAST TURN: Home (12,16), enemy likely (95,11). Place first proc; build barracks next; scout east with infantry and add refinery/war factory afterward.", "raw": "{\"thoughts\":\"First refinery is nearly complete and the barracks is queued behind it. I will place the refinery as soon as it finishes, then establish infantry scouting and expand into vehicle production.\",\"notes\":\"Home (12,16); enemy likely (95,11). Proc 70%, tent queued. Need place proc next tick, train scouts after tent is placed.\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1194, "completion_tokens": 144, "total_tokens": 1338, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1192, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0051832, "upstream_inference_prompt_cost": 0.0032824, "upstream_inference_completions_cost": 0.0019008}, "completion_tokens_details": {"reasoning_tokens": 61, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.41, "thoughts": "First refinery is nearly complete and the barracks is queued behind it. I will place the refinery as soon as it finishes, then establish infantry scouting and expand into vehicle production.", "notes": "Home (12,16); enemy likely (95,11). Proc 70%, tent queued. Need place proc next tick, train scouts after tent is placed.", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $3300 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.2%.\nPRODUCTION: Building: proc READY TO PLACE; Building: barr 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build barr: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Place the ready ore refinery near base, keep building power and barracks. Economy first.\",\"notes\":\"Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1778, "completion_tokens": 101, "total_tokens": 1879, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004566, "upstream_inference_prompt_cost": 0.003556, "upstream_inference_completions_cost": 0.00101}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.94, "thoughts": "Place the ready ore refinery near base, keep building power and barracks. Economy first.", "notes": "Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 2300, "army_value": 0, "income": 0, "experience": 0, "order_count": 5}}
{"tick": 1601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:04 (tick 1601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $3375 + stored ore $0 (storage 0), power 100 made / 0 used, harvesters 0.\nSCORE: assets $2300, army $0, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 2.3%.\nPRODUCTION: Building: proc 94%; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Home (12,16); enemy likely (95,11). Proc 70%, tent queued. Need place proc next tick, train scouts after tent is placed.", "raw": "{\"thoughts\":\"First refinery is nearly complete and the barracks is queued behind it. Place the refinery immediately to start income, then use the barracks for early scouting infantry.\",\"notes\":\"Place proc; tent follows in building queue. Enemy expected far east around (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1157, "completion_tokens": 188, "total_tokens": 1345, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1155, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00566225, "upstream_inference_prompt_cost": 0.00318065, "upstream_inference_completions_cost": 0.0024816}, "completion_tokens_details": {"reasoning_tokens": 112, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "First refinery is nearly complete and the barracks is queued behind it. Place the refinery immediately to start income, then use the barracks for early scouting infantry.", "notes": "Place proc; tent follows in building queue. Enemy expected far east around (95,11).", "commands": [{"do": "place", "item": "proc"}], "feedback": ["place proc: nothing READY TO PLACE with that type"], "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2978 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 3.9%.\nPRODUCTION: Building: barr 64%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(105,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: proc->powr->barr->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Continue economic buildup: barracks and power plant are queued. Once done, build war factory and start producing tanks.\",\"notes\":\"Enemy at (12,16). Build order: barr->powr->weap->proc2. Expand eco, mass tanks.\",\"commands\":[]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1859, "completion_tokens": 97, "total_tokens": 1956, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.004688, "upstream_inference_prompt_cost": 0.003718, "upstream_inference_completions_cost": 0.00097}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.26, "thoughts": "Continue economic buildup: barracks and power plant are queued. Once done, build war factory and start producing tanks.", "notes": "Enemy at (12,16). Build order: barr->powr->weap->proc2. Expand eco, mass tanks.", "commands": [], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 1801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:12 (tick 1801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 2.3%.\nPRODUCTION: Building: proc READY TO PLACE; Building: tent 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: sbag Sandbag Wall $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%\nYOUR UNITS (0) (id type @cell hp, * = idle):\n  none\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\nYOUR NOTES FROM LAST TURN: Place proc; tent follows in building queue. Enemy expected far east around (95,11).", "raw": "{\"thoughts\":\"The refinery is ready and must be placed immediately to start income; the barracks is already constructing behind it. Once the barracks completes, begin infantry production and add a war factory/refinery depending on funds.\",\"notes\":\"Place ready refinery now. Barracks is building; enemy start remains likely northeast at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":18,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1165, "completion_tokens": 155, "total_tokens": 1320, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1163, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00524865, "upstream_inference_prompt_cost": 0.00320265, "upstream_inference_completions_cost": 0.002046}, "completion_tokens_details": {"reasoning_tokens": 59, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.71, "thoughts": "The refinery is ready and must be placed immediately to start income; the barracks is already constructing behind it. Once the barracks completes, begin infantry production and add a war factory/refinery depending on funds.", "notes": "Place ready refinery now. Barracks is building; enemy start remains likely northeast at (95,11).", "commands": [{"do": "place", "item": "proc", "x": 18, "y": 13}], "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2800 + stored ore $0 (storage 2000), power 100 made / 30 used, harvesters 1.\nSCORE: assets $4800, army $1100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.2%.\nPRODUCTION: Building: barr READY TO PLACE; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: barr->powr->weap->proc2. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Place barracks, continue power plant, queue proc and weap for economy and army buildup.\",\"notes\":\"Enemy at (12,16). Build order: barr->powr->proc2->weap. Expand eco, mass tanks.\",\"commands\":[{\"do\":\"place\",\"item\":\"barr\"},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"build\",\"item\":\"weap\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1815, "completion_tokens": 131, "total_tokens": 1946, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00494, "upstream_inference_prompt_cost": 0.00363, "upstream_inference_completions_cost": 0.00131}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.23, "thoughts": "Place barracks, continue power plant, queue proc and weap for economy and army buildup.", "notes": "Enemy at (12,16). Build order: barr->powr->proc2->weap. Expand eco, mass tanks.", "commands": [{"do": "place", "item": "barr"}, {"do": "build", "item": "proc"}, {"do": "build", "item": "weap"}], "feedback": ["place barr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "build weap: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 4800, "army_value": 0, "income": 0, "experience": 0, "order_count": 6}}
{"tick": 2001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:20 (tick 2001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\nYOUR NOTES FROM LAST TURN: Place ready refinery now. Barracks is building; enemy start remains likely northeast at (95,11).", "raw": "{\"thoughts\":\"The first refinery is online and the barracks is nearing completion. I will place it immediately when ready, begin infantry production, then expand with a second refinery and war factory.\",\"notes\":\"Barracks 64% at 1:20; place next turn, train rifle/rocket infantry, then build proc #2 and weap. Enemy likely at (95,11).\",\"commands\":[]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1217, "completion_tokens": 155, "total_tokens": 1372, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1215, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00539165, "upstream_inference_prompt_cost": 0.00334565, "upstream_inference_completions_cost": 0.002046}, "completion_tokens_details": {"reasoning_tokens": 66, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.52, "thoughts": "The first refinery is online and the barracks is nearing completion. I will place it immediately when ready, begin infantry production, then expand with a second refinery and war factory.", "notes": "Barracks 64% at 1:20; place next turn, train rifle/rocket infantry, then build proc #2 and weap. Enemy likely at (95,11).", "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2508 + stored ore $468 (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%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place barr: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - build weap: started\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: barr->powr->proc2->weap. Expand eco, mass tanks.", "raw": "{\"thoughts\":\"Base is building up nicely with weap, proc, powr in queue. Continue economy expansion and start training infantry to defend while production ramps up.\",\"notes\":\"Enemy at (12,16). Build order: weap->proc->powr, continue eco. Train e1/e3 for defense once barracks ready idle. Plan to mass tanks with weap and push toward enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1967, "completion_tokens": 153, "total_tokens": 2120, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005464, "upstream_inference_prompt_cost": 0.003934, "upstream_inference_completions_cost": 0.00153}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.15, "thoughts": "Base is building up nicely with weap, proc, powr in queue. Continue economy expansion and start training infantry to defend while production ramps up.", "notes": "Enemy at (12,16). Build order: weap->proc->powr, continue eco. Train e1/e3 for defense once barracks ready idle. Plan to mass tanks with weap and push toward enemy base.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5300, "army_value": 0, "income": 475, "experience": 0, "order_count": 9}}
{"tick": 2201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:28 (tick 2201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Barracks 64% at 1:20; place next turn, train rifle/rocket infantry, then build proc #2 and weap. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"Barracks is ready and economy has room for a second refinery. I will establish infantry production immediately while expanding ore income, then transition to a War Factory.\",\"notes\":\"Place tent; train mixed rifle/rocket infantry. Proc #2 started; likely enemy base remains at (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"tent\",\"x\":14,\"y\":20},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":133,\"x\":28,\"y\":17},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1209, "completion_tokens": 190, "total_tokens": 1399, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1207, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00583165, "upstream_inference_prompt_cost": 0.00332365, "upstream_inference_completions_cost": 0.002508}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.47, "thoughts": "Barracks is ready and economy has room for a second refinery. I will establish infantry production immediately while expanding ore income, then transition to a War Factory.", "notes": "Place tent; train mixed rifle/rocket infantry. Proc #2 started; likely enemy base remains at (95,11).", "commands": [{"do": "place", "item": "tent", "x": 14, "y": 20}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 133, "x": 28, "y": 17}, {"do": "harvest", "unit": 132}], "feedback": ["place tent: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)", "rally: #133 is not your building"], "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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $2443 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5500, army $1300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 4.7%.\nPRODUCTION: Building: weap 32%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #135@(95,9)* #136@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(105,21)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Build order: weap->proc->powr, continue eco. Train e1/e3 for defense once barracks ready idle. Plan to mass tanks with weap and push toward enemy base.", "raw": "{\"thoughts\":\"Buildings queued already (weap, proc, powr). Keep training infantry for defense and queue more once barracks free. Continue economy buildout.\",\"notes\":\"Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix (service depot) and start tank production. Keep training e1/e3 for defense. Mass army before pushing west to enemy base.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2001, "completion_tokens": 181, "total_tokens": 2182, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005812, "upstream_inference_prompt_cost": 0.004002, "upstream_inference_completions_cost": 0.00181}, "completion_tokens_details": {"reasoning_tokens": 24, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Buildings queued already (weap, proc, powr). Keep training infantry for defense and queue more once barracks free. Continue economy buildout.", "notes": "Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix (service depot) and start tank production. Keep training e1/e3 for defense. Mass army before pushing west to enemy base.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5500, "army_value": 200, "income": 500, "experience": 0, "order_count": 11}}
{"tick": 2401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:36 (tick 2401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $298 (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 4.9%.\nPRODUCTION: Building: proc 23%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%\nYOUR UNITS (1) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x1: #132@(21,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place tent: ordered (auto-relocated near base if the spot was invalid)\n  - build proc: started\n  - train e1: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train e3: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - rally: #133 is not your building\nYOUR NOTES FROM LAST TURN: Place tent; train mixed rifle/rocket infantry. Proc #2 started; likely enemy base remains at (95,11).", "raw": "{\"thoughts\":\"Second refinery is underway and the barracks is now available. Queue a balanced infantry screen, rally them east to scout, then use the refinery income to transition into a War Factory.\",\"notes\":\"Proc #2 building at 23%; barracks #134. Rally infantry eastward; build War Factory immediately after refinery is placed. Enemy likely at (95,11).\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":15},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1332, "completion_tokens": 225, "total_tokens": 1557, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1330, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0066319, "upstream_inference_prompt_cost": 0.0036619, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 85, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.03, "thoughts": "Second refinery is underway and the barracks is now available. Queue a balanced infantry screen, rally them east to scout, then use the refinery income to transition into a War Factory.", "notes": "Proc #2 building at 23%; barracks #134. Rally infantry eastward; build War Factory immediately after refinery is placed. Enemy likely at (95,11).", "commands": [{"do": "train", "item": "e1", "count": 5}, {"do": "train", "item": "e3", "count": 3}, {"do": "rally", "building": 134, "x": 45, "y": 15}, {"do": "harvest", "unit": 132}], "feedback": ["train 5x e1: queued", "train 3x e3: queued", "rally #134: 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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1910 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 49%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #135@(96,9)* #136@(93,9)* #137@(94,9)* #139@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(101,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix (service depot) and start tank production. Keep training e1/e3 for defense. Mass army before pushing west to enemy base.", "raw": "{\"thoughts\":\"Continue economy buildup, train more infantry, keep queues busy.\",\"notes\":\"Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix and start tank production. Mass army before pushing west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2022, "completion_tokens": 109, "total_tokens": 2131, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005134, "upstream_inference_prompt_cost": 0.004044, "upstream_inference_completions_cost": 0.00109}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.53, "thoughts": "Continue economy buildup, train more infantry, keep queues busy.", "notes": "Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix and start tank production. Mass army before pushing west.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5700, "army_value": 400, "income": 500, "experience": 0, "order_count": 13}}
{"tick": 2601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:44 (tick 2601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $2325 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5400, army $1200, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 46%; Infantry: e3 73%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(20,21)\n  harv (Ore Truck (harvester)) x1: #132@(18,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 5x e1: queued\n  - train 3x e3: queued\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Proc #2 building at 23%; barracks #134. Rally infantry eastward; build War Factory immediately after refinery is placed. Enemy likely at (95,11).", "raw": "{\"thoughts\":\"Second refinery is nearing completion, which will strengthen income with a second harvester. I will place it immediately when ready, start the War Factory, and send the rifleman scouting east toward the likely enemy base while keeping the ore truck mining.\",\"notes\":\"Place proc #2 as soon as ready, then War Factory; infantry queue is full with 3 rockets and 5 rifles. Scout route east/northeast toward enemy start (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":23,\"y\":14},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"attack_move\",\"units\":[138],\"x\":55,\"y\":16},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":16}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1371, "completion_tokens": 244, "total_tokens": 1615, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1369, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00698995, "upstream_inference_prompt_cost": 0.00376915, "upstream_inference_completions_cost": 0.0032208}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.09, "thoughts": "Second refinery is nearing completion, which will strengthen income with a second harvester. I will place it immediately when ready, start the War Factory, and send the rifleman scouting east toward the likely enemy base while keeping the ore truck mining.", "notes": "Place proc #2 as soon as ready, then War Factory; infantry queue is full with 3 rockets and 5 rifles. Scout route east/northeast toward enemy start (95,11).", "commands": [{"do": "place", "item": "proc", "x": 23, "y": 14}, {"do": "build", "item": "weap"}, {"do": "harvest", "unit": 132}, {"do": "attack_move", "units": [138], "x": 55, "y": 16}, {"do": "rally", "building": 134, "x": 45, "y": 16}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "attack_move: 1 units", "rally #134: 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": 5400, "army_value": 100, "income": 500, "experience": 0, "order_count": 16}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1423 + stored ore $453 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5900, army $1700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 66%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x6: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(94,9)* #141@(94,9)* #142@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building weap->proc->powr in progress. After weap done, build fix and start tank production. Mass army before pushing west.", "raw": "{\"thoughts\":\"Base is developing well with weap, proc, and powr queued. Keep training infantry and prepare for tank production once war factory completes.\",\"notes\":\"Enemy at (12,16). Building weap->proc->powr. After weap done, build fix and start tank production (3tnk). Mass army before pushing west. Keep harvester mining.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2016, "completion_tokens": 158, "total_tokens": 2174, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.005612, "upstream_inference_prompt_cost": 0.004032, "upstream_inference_completions_cost": 0.00158}, "completion_tokens_details": {"reasoning_tokens": 19, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "Base is developing well with weap, proc, and powr queued. Keep training infantry and prepare for tank production once war factory completes.", "notes": "Enemy at (12,16). Building weap->proc->powr. After weap done, build fix and start tank production (3tnk). Mass army before pushing west. Keep harvester mining.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 5900, "army_value": 600, "income": 1000, "experience": 0, "order_count": 15}}
{"tick": 2801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 1:52 (tick 2801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $1659 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $5700, army $1500, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 6.9%.\nPRODUCTION: Building: proc 70%; Building: weap 0%; Infantry: e3 84%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(30,21)\n  e3 (Rocket Soldier) x1: #140@(20,18)\n  harv (Ore Truck (harvester)) x1: #132@(19,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - attack_move: 1 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 as soon as ready, then War Factory; infantry queue is full with 3 rockets and 5 rifles. Scout route east/northeast toward enemy start (95,11).", "raw": "{\"thoughts\":\"Second refinery is nearing completion with the War Factory queued behind it. Continue scouting east toward the likely enemy start while preserving the rocket soldier near base.\",\"notes\":\"Place proc #2 immediately when ready; War Factory follows. Rifle scout advancing east/northeast; rocket remains near base. Enemy likely around (95,11).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[138],\"x\":62,\"y\":16},{\"do\":\"move\",\"units\":[140],\"x\":25,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":30,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1401, "completion_tokens": 260, "total_tokens": 1661, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1399, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00728365, "upstream_inference_prompt_cost": 0.00385165, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 131, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.14, "thoughts": "Second refinery is nearing completion with the War Factory queued behind it. Continue scouting east toward the likely enemy start while preserving the rocket soldier near base.", "notes": "Place proc #2 immediately when ready; War Factory follows. Rifle scout advancing east/northeast; rocket remains near base. Enemy likely around (95,11).", "commands": [{"do": "attack_move", "units": [138], "x": 62, "y": 16}, {"do": "move", "units": [140], "x": 25, "y": 18}, {"do": "rally", "building": 134, "x": 30, "y": 18}], "feedback": ["attack_move: 1 units", "move: 1 units", "rally #134: 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": 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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1343 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6100, army $1900, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.1%.\nPRODUCTION: Building: weap 82%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(95,9)* #144@(93,9)* #145@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building weap->proc->powr. After weap done, build fix and start tank production (3tnk). Mass army before pushing west. Keep harvester mining.", "raw": "{\"thoughts\":\"Keep building queue running: weap almost done, then proc/powr. Train more infantry to build army while waiting for tanks.\",\"notes\":\"Enemy at (12,16). After weap completes, build fix, then start 3tnk production. Keep proc/powr queued for economy. Mass 8+ units before attacking west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2045, "completion_tokens": 162, "total_tokens": 2207, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00571, "upstream_inference_prompt_cost": 0.00409, "upstream_inference_completions_cost": 0.00162}, "completion_tokens_details": {"reasoning_tokens": 27, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.29, "thoughts": "Keep building queue running: weap almost done, then proc/powr. Train more infantry to build army while waiting for tanks.", "notes": "Enemy at (12,16). After weap completes, build fix, then start 3tnk production. Keep proc/powr queued for economy. Mass 8+ units before attacking west.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6100, "army_value": 800, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:00 (tick 3001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $1494 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6000, army $1800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 8.5%.\nPRODUCTION: Building: proc 94%; Building: weap 0%; Infantry: e3 95%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #138@(39,24)\n  e3 (Rocket Soldier) x2: #140@(25,18)* #143@(22,20)\n  harv (Ore Truck (harvester)) x1: #132@(18,8)\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 #134: ordered\nYOUR NOTES FROM LAST TURN: Place proc #2 immediately when ready; War Factory follows. Rifle scout advancing east/northeast; rocket remains near base. Enemy likely around (95,11).", "raw": "{\"thoughts\":\"Second refinery is nearly ready and will be placed as soon as available; then start the War Factory. Continue scouting east toward the expected enemy location while keeping rocket infantry advancing together.\",\"notes\":\"Place proc #2, immediately build weap. Scout force moving east; enemy start likely (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":22,\"y\":14},{\"do\":\"build\",\"item\":\"weap\"},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":18},{\"do\":\"attack_move\",\"units\":[138],\"x\":58,\"y\":19},{\"do\":\"attack_move\",\"units\":[140,143],\"x\":43,\"y\":19},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1381, "completion_tokens": 300, "total_tokens": 1681, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1379, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00775665, "upstream_inference_prompt_cost": 0.00379665, "upstream_inference_completions_cost": 0.00396}, "completion_tokens_details": {"reasoning_tokens": 134, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.74, "thoughts": "Second refinery is nearly ready and will be placed as soon as available; then start the War Factory. Continue scouting east toward the expected enemy location while keeping rocket infantry advancing together.", "notes": "Place proc #2, immediately build weap. Scout force moving east; enemy start likely (95,11).", "commands": [{"do": "place", "item": "proc", "x": 22, "y": 14}, {"do": "build", "item": "weap"}, {"do": "rally", "building": 134, "x": 45, "y": 18}, {"do": "attack_move", "units": [138], "x": 58, "y": 19}, {"do": "attack_move", "units": [140, 143], "x": 43, "y": 19}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["place proc: nothing READY TO PLACE with that type", "build weap: started", "rally #134: ordered", "attack_move: 1 units", "attack_move: 2 units", "train 3x e1: 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": 6000, "army_value": 700, "income": 1000, "experience": 0, "order_count": 17}}
{"tick": 3201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $810 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6300, army $2100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap 99%; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(95,9)* #144@(93,9)* #145@(93,9)* #147@(95,9)* #149@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(103,19)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). After weap completes, build fix, then start 3tnk production. Keep proc/powr queued for economy. Mass 8+ units before attacking west.", "raw": "{\"thoughts\":\"War factory almost done, proc and powr in queue. Keep infantry production going and prepare for tank production once weap finishes.\",\"notes\":\"Enemy at (12,16). After weap completes, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units (currently 10 e1 idle) before attacking west; hold them near base for now.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2060, "completion_tokens": 182, "total_tokens": 2242, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00594, "upstream_inference_prompt_cost": 0.00412, "upstream_inference_completions_cost": 0.00182}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.2, "thoughts": "War factory almost done, proc and powr in queue. Keep infantry production going and prepare for tank production once weap finishes.", "notes": "Enemy at (12,16). After weap completes, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units (currently 10 e1 idle) before attacking west; hold them near base for now.", "commands": [{"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6300, "army_value": 1000, "income": 1000, "experience": 0, "order_count": 19}}
{"tick": 3201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:08 (tick 3201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $1090 + stored ore $0 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 10.9%.\nPRODUCTION: Building: proc READY TO PLACE; Building: weap 0%; Building: weap 0%; Infantry: e1 11%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #138@(49,26) #148@(19,18) #150@(17,20) #151@(15,22)\n  e3 (Rocket Soldier) x3: #140@(35,18) #143@(33,20) #146@(23,18)\n  harv (Ore Truck (harvester)) x1: #132@(21,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: nothing READY TO PLACE with that type\n  - build weap: started\n  - rally #134: ordered\n  - attack_move: 1 units\n  - attack_move: 2 units\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Place proc #2, immediately build weap. Scout force moving east; enemy start likely (95,11).", "raw": "{\"thoughts\":\"Second refinery is ready and should be placed immediately to strengthen income. War Factory construction is underway; keep scouting east toward the likely enemy position while infantry production completes.\",\"notes\":\"Place ready proc #2; War Factory is constructing. Scout elements are moving east; likely enemy base near (95,11).\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":22,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":45,\"y\":18},{\"do\":\"attack_move\",\"units\":[138,140,143,146],\"x\":70,\"y\":16},{\"do\":\"attack_move\",\"units\":[148,150,151],\"x\":42,\"y\":18},{\"do\":\"harvest\",\"unit\":132}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1433, "completion_tokens": 255, "total_tokens": 1688, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1431, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00730565, "upstream_inference_prompt_cost": 0.00393965, "upstream_inference_completions_cost": 0.003366}, "completion_tokens_details": {"reasoning_tokens": 94, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.44, "thoughts": "Second refinery is ready and should be placed immediately to strengthen income. War Factory construction is underway; keep scouting east toward the likely enemy position while infantry production completes.", "notes": "Place ready proc #2; War Factory is constructing. Scout elements are moving east; likely enemy base near (95,11).", "commands": [{"do": "place", "item": "proc", "x": 22, "y": 14}, {"do": "rally", "building": 134, "x": 45, "y": 18}, {"do": "attack_move", "units": [138, 140, 143, 146], "x": 70, "y": 16}, {"do": "attack_move", "units": [148, 150, 151], "x": 42, "y": 18}, {"do": "harvest", "unit": 132}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "rally #134: ordered", "attack_move: 4 units", "attack_move: 3 units"], "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": 6600, "army_value": 1300, "income": 1000, "experience": 0, "order_count": 21}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $600 + stored ore $375 (storage 2000), power 100 made / 50 used, harvesters 1.\nSCORE: assets $6500, army $2300, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.2%.\nPRODUCTION: Building: weap READY TO PLACE; Building: proc 0%; Building: powr 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200\n  Defense: ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). After weap completes, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units (currently 10 e1 idle) before attacking west; hold them near base for now.", "raw": "{\"thoughts\":\"Weap ready to place; place it, keep building proc/powr, queue fix once weap placed, mass infantry near base and start rocket soldiers for anti-tank mix.\",\"notes\":\"Enemy at (12,16). After weap placed, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units before attacking west; hold infantry near base for now.\",\"commands\":[{\"do\":\"place\",\"item\":\"weap\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2099, "completion_tokens": 221, "total_tokens": 2320, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006408, "upstream_inference_prompt_cost": 0.004198, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 32, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.52, "thoughts": "Weap ready to place; place it, keep building proc/powr, queue fix once weap placed, mass infantry near base and start rocket soldiers for anti-tank mix.", "notes": "Enemy at (12,16). After weap placed, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units before attacking west; hold infantry near base for now.", "commands": [{"do": "place", "item": "weap"}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 6500, "army_value": 1200, "income": 1350, "experience": 0, "order_count": 21}}
{"tick": 3401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:16 (tick 3401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $1639 + stored ore $298 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $9400, army $3800, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 13.5%.\nPRODUCTION: Building: weap 16%; Building: weap 0%; Infantry: e1 39%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x7: #138@(59,28) #148@(30,18) #150@(27,19) #151@(24,18) #154@(20,18) #156@(18,19) #158@(15,22)\n  e3 (Rocket Soldier) x3: #140@(44,24) #143@(43,24) #146@(31,24)\n  harv (Ore Truck (harvester)) x2: #132@(19,15) #153@(27,8)\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  - rally #134: ordered\n  - attack_move: 4 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Place ready proc #2; War Factory is constructing. Scout elements are moving east; likely enemy base near (95,11).", "raw": "{\"thoughts\":\"Second refinery is online and the War Factory is building; maintain infantry output while the scouting force pushes toward the likely enemy start. Keep all combat units advancing east to locate and pressure the enemy base.\",\"notes\":\"War Factory under construction (16%); 2 refineries and 2 harvesters active. All army scouting/attacking toward likely enemy start around (95,11).\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"rally\",\"building\":134,\"x\":60,\"y\":20},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1433, "completion_tokens": 258, "total_tokens": 1691, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1431, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00734525, "upstream_inference_prompt_cost": 0.00393965, "upstream_inference_completions_cost": 0.0034056}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.89, "thoughts": "Second refinery is online and the War Factory is building; maintain infantry output while the scouting force pushes toward the likely enemy start. Keep all combat units advancing east to locate and pressure the enemy base.", "notes": "War Factory under construction (16%); 2 refineries and 2 harvesters active. All army scouting/attacking toward likely enemy start around (95,11).", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "rally", "building": 134, "x": 60, "y": 20}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 12}], "feedback": ["train 10x e1: queued", "rally #134: ordered", "attack_move: 10 units"], "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": 9400, "army_value": 1600, "income": 2500, "experience": 0, "order_count": 22}}
{"tick": 3601, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $456 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8600, army $2400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.5%.\nPRODUCTION: Building: proc 23%; Building: powr 0%; Infantry: e3 74%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(94,9)* #157@(94,9)* #161@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(106,21)\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 e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). After weap placed, build fix then start 3tnk production. Keep proc/powr queued. Mass 8+ units before attacking west; hold infantry near base for now.", "raw": "{\"thoughts\":\"Continue building economy and defenses. Queue fix and start tank production once war factory free. Keep infantry ready.\",\"notes\":\"Enemy at (12,16). Building proc/powr, need fix then 3tnk production. Mass 8+ units before attacking west.\",\"commands\":[{\"do\":\"build\",\"item\":\"fix\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2253, "completion_tokens": 156, "total_tokens": 2409, "cost": 0, "is_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": 0.004506, "upstream_inference_completions_cost": 0.00156}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.49, "thoughts": "Continue building economy and defenses. Queue fix and start tank production once war factory free. Keep infantry ready.", "notes": "Enemy at (12,16). Building proc/powr, need fix then 3tnk production. Mass 8+ units before attacking west.", "commands": [{"do": "build", "item": "fix"}, {"do": "train", "item": "e3", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build fix: started", "train 2x e3: queued", "stance: 13 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8600, "army_value": 1300, "income": 1500, "experience": 0, "order_count": 26}}
{"tick": 3601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:24 (tick 3601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 100 made / 80 used, harvesters 2.\nSCORE: assets $9700, army $4100, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 15.4%.\nPRODUCTION: Building: weap 32%; Building: weap 0%; Infantry: e1 68%; 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\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #138@(67,22) #148@(38,25) #150@(35,25) #151@(32,24) #154@(30,23) #156@(25,25) #158@(24,24) #160@(21,22) #162@(19,20) #163@(16,21)\n  e3 (Rocket Soldier) x3: #140@(53,27) #143@(52,27) #146@(42,24)\n  harv (Ore Truck (harvester)) x2: #132@(23,8) #153@(26,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - rally #134: ordered\n  - attack_move: 10 units\nYOUR NOTES FROM LAST TURN: War Factory under construction (16%); 2 refineries and 2 harvesters active. All army scouting/attacking toward likely enemy start around (95,11).", "raw": "{\"thoughts\":\"War Factory is still constructing and infantry production is fully queued. Continue scouting aggressively toward the likely enemy base while saving for a refinery/power expansion as income arrives.\",\"notes\":\"WF construction underway; 2 harvesters mining. Infantry and rockets advancing east toward likely enemy start (95,11); no contact yet.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1496, "completion_tokens": 175, "total_tokens": 1671, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1494, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0064229, "upstream_inference_prompt_cost": 0.0041129, "upstream_inference_completions_cost": 0.00231}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 2.2, "thoughts": "War Factory is still constructing and infantry production is fully queued. Continue scouting aggressively toward the likely enemy base while saving for a refinery/power expansion as income arrives.", "notes": "WF construction underway; 2 harvesters mining. Infantry and rockets advancing east toward likely enemy start (95,11); no contact yet.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 95, "y": 11}], "feedback": ["attack_move: 13 units", "rally #134: 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": 9700, "army_value": 1900, "income": 2500, "experience": 0, "order_count": 32}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: proc 39%; Building: fix 0%; Building: powr 0%; Infantry: e3 50%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)*\n  e3 (Rocket Soldier) x1: #165@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(103,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build fix: started\n  - train 2x e3: queued\n  - stance: 13 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr, need fix then 3tnk production. Mass 8+ units before attacking west.", "raw": "{\"thoughts\":\"Economy building up, need more power and refinery. Keep training rocket soldiers and infantry. Once fix is done, start heavy tank production. Group idle infantry for defense.\",\"notes\":\"Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2258, "completion_tokens": 217, "total_tokens": 2475, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006686, "upstream_inference_prompt_cost": 0.004516, "upstream_inference_completions_cost": 0.00217}, "completion_tokens_details": {"reasoning_tokens": 17, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Economy building up, need more power and refinery. Keep training rocket soldiers and infantry. Once fix is done, start heavy tank production. Group idle infantry for defense.", "notes": "Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["train 2x e3: queued", "train 2x e1: queued", "stance: 14 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 29}}
{"tick": 3801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:32 (tick 3801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $869 + stored ore $246 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10000, army $4400, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 17.3%.\nPRODUCTION: Building: weap 49%; Building: weap 0%; Infantry: e1 96%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #138@(74,15) #148@(48,26) #150@(46,26) #151@(43,24) #154@(40,24) #156@(36,24) #158@(34,24) #160@(31,24) #162@(27,25) #163@(24,24) #164@(22,23) #166@(19,20) #167@(17,21)\n  e3 (Rocket Soldier) x3: #140@(63,26) #143@(62,26) #146@(52,27)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(24,16)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 13 units\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: WF construction underway; 2 harvesters mining. Infantry and rockets advancing east toward likely enemy start (95,11); no contact yet.", "raw": "{\"thoughts\":\"War Factory construction is underway while our infantry force continues scouting toward the likely enemy base. Keep infantry production continuous, reinforce with rockets when funds allow, and preserve cash for vehicle production once the factory completes.\",\"notes\":\"Likely enemy base remains at northeast (95,11); advancing infantry/rockets have reached roughly x74 with no contact. WF at 49%, 2 harvesters active, power surplus 20.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[138,140,143,146,148,150,151,154,156,158,160,162,163,164,166,167],\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":78,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1477, "completion_tokens": 282, "total_tokens": 1759, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1475, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00778305, "upstream_inference_prompt_cost": 0.00406065, "upstream_inference_completions_cost": 0.0037224}, "completion_tokens_details": {"reasoning_tokens": 107, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.9, "thoughts": "War Factory construction is underway while our infantry force continues scouting toward the likely enemy base. Keep infantry production continuous, reinforce with rockets when funds allow, and preserve cash for vehicle production once the factory completes.", "notes": "Likely enemy base remains at northeast (95,11); advancing infantry/rockets have reached roughly x74 with no contact. WF at 49%, 2 harvesters active, power surplus 20.", "commands": [{"do": "attack_move", "units": [138, 140, 143, 146, 148, 150, 151, 154, 156, 158, 160, 162, 163, 164, 166, 167], "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 78, "y": 15}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 16 units", "rally #134: ordered", "train 2x e3: 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": 10000, "army_value": 2200, "income": 3000, "experience": 0, "order_count": 32}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 100 made / 80 used, harvesters 1.\nSCORE: assets $8900, army $2700, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: proc 39%; Building: fix 0%; Building: powr 0%; Infantry: e3 50%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)*\n  e3 (Rocket Soldier) x1: #165@(94,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 2x e1: queued\n  - stance: 14 units\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.", "raw": "{\"thoughts\":\"Economy building underway (proc, fix, powr in queue). Keep infantry idle near base defending until army bigger, and queue more units to keep production busy.\",\"notes\":\"Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.\",\"commands\":[{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2326, "completion_tokens": 206, "total_tokens": 2532, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006712, "upstream_inference_prompt_cost": 0.004652, "upstream_inference_completions_cost": 0.00206}, "completion_tokens_details": {"reasoning_tokens": 38, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.7, "thoughts": "Economy building underway (proc, fix, powr in queue). Keep infantry idle near base defending until army bigger, and queue more units to keep production busy.", "notes": "Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.", "commands": [{"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 0, "units_killed": 0, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 8900, "army_value": 1600, "income": 1500, "experience": 0, "order_count": 33}}
{"tick": 4001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:40 (tick 4001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $869 + stored ore $82 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4600, killed $0 (0 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 18.8%.\nPRODUCTION: Building: weap 66%; Building: weap 0%; Infantry: e3 75%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #138@(85,14) #148@(58,28) #150@(55,28) #151@(52,27) #154@(50,26) #156@(47,24) #158@(45,24) #160@(42,24) #162@(37,24) #163@(34,24) #164@(32,24) #166@(29,24) #167@(25,25) #168@(22,23) #169@(20,21)\n  e3 (Rocket Soldier) x3: #140@(70,19) #143@(69,19) #146@(61,27)\n  harv (Ore Truck (harvester)) x2: #132@(22,11) #153@(26,8)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 16 units\n  - rally #134: ordered\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Likely enemy base remains at northeast (95,11); advancing infantry/rockets have reached roughly x74 with no contact. WF at 49%, 2 harvesters active, power surplus 20.", "raw": "{\"thoughts\":\"Our infantry spearhead is nearing the likely northeast enemy start with no resistance yet. Finish and place the War Factory, keep infantry production flowing, and press the entire army toward the enemy base location.\",\"notes\":\"Enemy still unseen; likely base at (95,11). Place WF immediately when ready, then add power for its load and begin vehicle production.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":3}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1516, "completion_tokens": 297, "total_tokens": 1813, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1514, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080883, "upstream_inference_prompt_cost": 0.0041679, "upstream_inference_completions_cost": 0.0039204}, "completion_tokens_details": {"reasoning_tokens": 164, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Our infantry spearhead is nearing the likely northeast enemy start with no resistance yet. Finish and place the War Factory, keep infantry production flowing, and press the entire army toward the enemy base location.", "notes": "Enemy still unseen; likely base at (95,11). Place WF immediately when ready, then add power for its load and begin vehicle production.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 82, "y": 16}, {"do": "train", "item": "e1", "count": 3}], "feedback": ["attack_move: 18 units", "rally #134: ordered", "train 3x e1: 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": 10200, "army_value": 2400, "income": 3500, "experience": 0, "order_count": 34}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 98 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.6%.\nPRODUCTION: Building: proc 57%; Building: fix 0%; Building: powr 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 98%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)* #174@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(102,20)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy at (12,16). Building proc/powr/fix. Plan: get fix done, then mass 3tnk production. Keep infantry near base until army of 8+ ready, then attack west.", "raw": "{\"thoughts\":\"Economy still building (proc, fix, powr). I have 16 infantry idle - should group them and prepare to move toward enemy once tanks arrive. Keep production queues full and add power/harvester.\",\"notes\":\"Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Group idle infantry at rally near base, wait for 8+ army before attacking west. Send harvester back to mining if idle.\",\"commands\":[{\"do\":\"train\",\"item\":\"harv\",\"count\":1},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":130}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2356, "completion_tokens": 374, "total_tokens": 2730, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008452, "upstream_inference_prompt_cost": 0.004712, "upstream_inference_completions_cost": 0.00374}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.3, "thoughts": "Economy still building (proc, fix, powr). I have 16 infantry idle - should group them and prepare to move toward enemy once tanks arrive. Keep production queues full and add power/harvester.", "notes": "Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Group idle infantry at rally near base, wait for 8+ army before attacking west. Send harvester back to mining if idle.", "commands": [{"do": "train", "item": "harv", "count": 1}, {"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "harvest", "unit": 130}], "feedback": ["train 1x harv: queued", "stance: 16 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2000, "experience": 1, "order_count": 37}}
{"tick": 4201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:48 (tick 4201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $289 + stored ore $0 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10600, army $5000, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 19.7%.\nPRODUCTION: Building: weap 82%; Building: weap 0%; Infantry: e1 55%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x16: #148@(66,23) #150@(64,25) #151@(62,27) #154@(59,28) #156@(55,28) #158@(54,28) #160@(51,26) #162@(47,24) #163@(45,24) #164@(43,24) #166@(39,24) #167@(35,24) #168@(33,24) #169@(29,24) #171@(18,20) #173@(16,22)\n  e3 (Rocket Soldier) x4: #140@(78,11) #143@(77,11) #146@(69,20) #170@(21,22)\n  harv (Ore Truck (harvester)) x2: #132@(22,7) #153@(23,9)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - rally #134: ordered\n  - train 3x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base at (95,11). Place WF immediately when ready, then add power for its load and begin vehicle production.", "raw": "{\"thoughts\":\"War Factory is nearly complete while infantry are advancing toward the likely enemy start. Keep pressure moving east and preserve cash for immediate vehicle production once the factory is placed.\",\"notes\":\"WF should be ready next turn; place it, add power if needed, then produce Medium Tanks. Main infantry/rocket column advancing along north-central route toward (95,11).\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":75,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":90,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1517, "completion_tokens": 239, "total_tokens": 1756, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1515, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00732545, "upstream_inference_prompt_cost": 0.00417065, "upstream_inference_completions_cost": 0.0031548}, "completion_tokens_details": {"reasoning_tokens": 118, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.04, "thoughts": "War Factory is nearly complete while infantry are advancing toward the likely enemy start. Keep pressure moving east and preserve cash for immediate vehicle production once the factory is placed.", "notes": "WF should be ready next turn; place it, add power if needed, then produce Medium Tanks. Main infantry/rocket column advancing along north-central route toward (95,11).", "commands": [{"do": "rally", "building": 134, "x": 75, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 90, "y": 12}], "feedback": ["rally #134: ordered", "attack_move: 20 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10600, "army_value": 2800, "income": 3500, "experience": 0, "order_count": 37}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 98 made / 80 used, harvesters 1.\nSCORE: assets $9300, army $3100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.8%.\nPRODUCTION: Building: proc 57%; Building: fix 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 98%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)* #174@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(102,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 1x harv: queued\n  - stance: 16 units\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Group idle infantry at rally near base, wait for 8+ army before attacking west. Send harvester back to mining if idle.", "raw": "{\"thoughts\":\"Economy building; keep infantry grouped and defending base while proc2/fix finish. Continue training e3/e1 and queue tanks once weap free.\",\"notes\":\"Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Wait for 8+ army before attacking west.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2419, "completion_tokens": 235, "total_tokens": 2654, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007188, "upstream_inference_prompt_cost": 0.004838, "upstream_inference_completions_cost": 0.00235}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Economy building; keep infantry grouped and defending base while proc2/fix finish. Continue training e3/e1 and queue tanks once weap free.", "notes": "Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Wait for 8+ army before attacking west.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["stance: 16 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2000, "experience": 1, "order_count": 38}}
{"tick": 4401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 2:56 (tick 4401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $1 + stored ore $336 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $10700, army $5100, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 19.9%.\nPRODUCTION: Building: weap 94%; Building: weap 0%; Infantry: e3 60%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (23) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #148@(74,15) #150@(72,17) #151@(69,20) #154@(67,22) #156@(64,25) #158@(63,26) #160@(61,27) #162@(56,28) #163@(54,28) #164@(52,27) #166@(49,26) #167@(46,24) #168@(44,24) #169@(40,24) #171@(27,25) #173@(24,24) #175@(21,22)\n  e3 (Rocket Soldier) x4: #140@(88,12) #143@(87,12) #146@(76,13) #170@(30,24)\n  harv (Ore Truck (harvester)) x2: #132@(20,8) #153@(19,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 20 units\nYOUR NOTES FROM LAST TURN: WF should be ready next turn; place it, add power if needed, then produce Medium Tanks. Main infantry/rocket column advancing along north-central route toward (95,11).", "raw": "{\"thoughts\":\"War Factory is nearly complete while our infantry column has reached the enemy approach with no resistance spotted. Keep the entire combat force advancing toward the likely enemy base and rally future infantry forward.\",\"notes\":\"Place War Factory as soon as it becomes ready next turn; then produce Medium Tanks continuously. Army is advancing east/northeast toward enemy start (95,11).\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":78,\"y\":14},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1513, "completion_tokens": 308, "total_tokens": 1821, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1511, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00822525, "upstream_inference_prompt_cost": 0.00415965, "upstream_inference_completions_cost": 0.0040656}, "completion_tokens_details": {"reasoning_tokens": 186, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.61, "thoughts": "War Factory is nearly complete while our infantry column has reached the enemy approach with no resistance spotted. Keep the entire combat force advancing toward the likely enemy base and rally future infantry forward.", "notes": "Place War Factory as soon as it becomes ready next turn; then produce Medium Tanks continuously. Army is advancing east/northeast toward enemy start (95,11).", "commands": [{"do": "rally", "building": 134, "x": 78, "y": 14}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["rally #134: ordered", "attack_move: 21 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 10700, "army_value": 2900, "income": 4000, "experience": 0, "order_count": 37}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 24 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $9300, army $3100, killed $100 (1 units, 0 bldgs), lost $0 (0 units, 0 bldgs). Map explored 5.9%.\nPRODUCTION: Building: proc 57%; Building: fix 0%; Building: powr 0%; Vehicle: harv 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #123 powr@(93,11) 24%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)* #174@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(99,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 16 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Plan: finish fix, then mass 3tnk from weap, queue more e3/e1. Wait for 8+ army before attacking west.", "raw": "{\"thoughts\":\"Power too low is slowing everything. Queue another power plant and keep economy/army building. Group idle infantry for defense while waiting for tanks.\",\"notes\":\"Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Need more power - power critically low. Once fix done, mass 3tnk from weap. Wait for 8+ army before attacking west.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2431, "completion_tokens": 258, "total_tokens": 2689, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007442, "upstream_inference_prompt_cost": 0.004862, "upstream_inference_completions_cost": 0.00258}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.06, "thoughts": "Power too low is slowing everything. Queue another power plant and keep economy/army building. Group idle infantry for defense while waiting for tanks.", "notes": "Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Need more power - power critically low. Once fix done, mass 3tnk from weap. Wait for 8+ army before attacking west.", "commands": [{"do": "build", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["build powr: started", "stance: 16 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 100, "deaths_cost": 0, "units_killed": 1, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 9300, "army_value": 2000, "income": 2000, "experience": 1, "order_count": 40}}
{"tick": 4601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:04 (tick 4601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $436 (storage 4000), power 100 made / 80 used, harvesters 2.\nSCORE: assets $11100, army $5500, killed $0 (0 units, 0 bldgs), lost $100 (1 units, 0 bldgs). Map explored 20.1%.\nPRODUCTION: Building: weap READY TO PLACE; Building: weap 0%; Infantry: e1 65%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x18: #148@(82,10) #150@(80,10) #151@(77,12) #154@(75,14) #156@(72,17) #158@(71,18) #160@(69,20) #162@(65,24) #163@(63,26) #164@(62,27) #166@(59,28) #167@(55,28) #168@(53,27) #169@(50,26) #171@(37,24) #173@(34,24) #175@(31,24) #179@(17,21)\n  e3 (Rocket Soldier) x5: #140@(88,12) #143@(88,12) #146@(87,12) #170@(41,24) #176@(20,21)\n  harv (Ore Truck (harvester)) x2: #132@(19,15) #153@(25,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - attack_move: 21 units\nYOUR NOTES FROM LAST TURN: Place War Factory as soon as it becomes ready next turn; then produce Medium Tanks continuously. Army is advancing east/northeast toward enemy start (95,11).", "raw": "{\"thoughts\":\"War Factory is ready, but placing it will require more power. I will cancel the duplicate factory, place the first one, restore power, and keep the infantry push moving toward the enemy start.\",\"notes\":\"Enemy base still unscouted near (95,11). Place #weap, build power, then produce Medium Tanks and rally them east; infantry spearhead is advancing.\",\"commands\":[{\"do\":\"cancel\",\"item\":\"weap\"},{\"do\":\"place\",\"item\":\"weap\",\"x\":20,\"y\":20},{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":18},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1511, "completion_tokens": 422, "total_tokens": 1933, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1509, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00972455, "upstream_inference_prompt_cost": 0.00415415, "upstream_inference_completions_cost": 0.0055704}, "completion_tokens_details": {"reasoning_tokens": 261, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.58, "thoughts": "War Factory is ready, but placing it will require more power. I will cancel the duplicate factory, place the first one, restore power, and keep the infantry push moving toward the enemy start.", "notes": "Enemy base still unscouted near (95,11). Place #weap, build power, then produce Medium Tanks and rally them east; infantry spearhead is advancing.", "commands": [{"do": "cancel", "item": "weap"}, {"do": "place", "item": "weap", "x": 20, "y": 20}, {"do": "build", "item": "powr"}, {"do": "rally", "building": 134, "x": 70, "y": 18}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["place weap: ordered (auto-relocated near base if the spot was invalid)", "build powr: started", "rally #134: ordered", "attack_move: 23 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 0, "deaths_cost": 100, "units_killed": 0, "units_lost": 1, "buildings_killed": 0, "buildings_lost": 0, "assets_value": 11100, "army_value": 3300, "income": 4500, "experience": 0, "order_count": 37}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $750 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $9000, army $3100, killed $1200 (6 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 5.9%.\nPRODUCTION: Building: powr 27%; Building: fix 0%; Building: powr 0%; Vehicle: harv 7%; Infantry: e1 85%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8)* #161@(95,9)* #174@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,18)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: started\n  - stance: 16 units\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; proc2/fix/powr in queue. Need more power - power critically low. Once fix done, mass 3tnk from weap. Wait for 8+ army before attacking west.", "raw": "{\"thoughts\":\"Power still critically low; already building powr, fix, powr in queue. Keep infantry training going and group idle army for defense while economy catches up. Wait before attacking until power fixed and tanks available.\",\"notes\":\"Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; fix/powr2 in queue. Power still low - don't overbuild. Once power stable, train 3tnk from weap and mass 8+ before attacking west.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2363, "completion_tokens": 227, "total_tokens": 2590, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006996, "upstream_inference_prompt_cost": 0.004726, "upstream_inference_completions_cost": 0.00227}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Power still critically low; already building powr, fix, powr in queue. Keep infantry training going and group idle army for defense while economy catches up. Wait before attacking until power fixed and tanks available.", "notes": "Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; fix/powr2 in queue. Power still low - don't overbuild. Once power stable, train 3tnk from weap and mass 8+ before attacking west.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 16 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1200, "deaths_cost": 300, "units_killed": 6, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 2000, "income": 2500, "experience": 12, "order_count": 41}}
{"tick": 4801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:12 (tick 4801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $211 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $12100, army $4500, killed $300 (0 units, 1 bldgs), lost $1200 (6 units, 0 bldgs). Map explored 21%.\nPRODUCTION: Building: powr 36%; Infantry: e1 83%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%\nYOUR UNITS (21) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x17: #151@(87,10) #154@(84,10) #156@(80,10) #158@(78,10) #160@(76,13) #162@(73,16) #163@(71,18) #164@(69,20) #166@(67,22) #167@(64,25) #168@(62,27) #169@(60,28) #171@(48,25) #173@(45,24) #175@(42,24) #179@(25,25) #181@(21,22)\n  e3 (Rocket Soldier) x2: #170@(51,26) #176@(29,24)\n  harv (Ore Truck (harvester)) x2: #132@(20,6) #153@(22,13)\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 powr: started\n  - rally #134: ordered\n  - attack_move: 23 units\nYOUR NOTES FROM LAST TURN: Enemy base still unscouted near (95,11). Place #weap, build power, then produce Medium Tanks and rally them east; infantry spearhead is advancing.", "raw": "{\"thoughts\":\"Power plant is still building and cash is insufficient for vehicles. Keep the infantry pressure moving toward the likely enemy base while the new power plant finishes, then restore full production speed and begin tank production.\",\"notes\":\"Power plant at 36%; War Factory #180 ready for Medium Tank production once funds/power permit. Infantry and rockets are advancing east toward enemy start (95,11); no enemy base currently visible.\",\"commands\":[{\"do\":\"rally\",\"building\":180,\"x\":72,\"y\":16},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1559, "completion_tokens": 210, "total_tokens": 1769, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1557, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00705815, "upstream_inference_prompt_cost": 0.00428615, "upstream_inference_completions_cost": 0.002772}, "completion_tokens_details": {"reasoning_tokens": 78, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.16, "thoughts": "Power plant is still building and cash is insufficient for vehicles. Keep the infantry pressure moving toward the likely enemy base while the new power plant finishes, then restore full production speed and begin tank production.", "notes": "Power plant at 36%; War Factory #180 ready for Medium Tank production once funds/power permit. Infantry and rockets are advancing east toward enemy start (95,11); no enemy base currently visible.", "commands": [{"do": "rally", "building": 180, "x": 72, "y": 16}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}], "feedback": ["rally #180: ordered", "attack_move: 19 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1200, "units_killed": 0, "units_lost": 6, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12100, "army_value": 2300, "income": 4500, "experience": 3, "order_count": 40}}
{"tick": 5001, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $417 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $9100, army $3200, killed $1500 (9 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6%.\nPRODUCTION: Building: powr 65%; Building: fix 0%; Building: powr 0%; Vehicle: harv 17%; Infantry: e3 32%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(96,9)* #136@(93,9) #137@(93,9) #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9) #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8) #161@(95,9)* #174@(93,10) #182@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(101,24)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 16 units\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Buildings: fact,powr,proc,barr,weap done; fix/powr2 in queue. Power still low - don't overbuild. Once power stable, train 3tnk from weap and mass 8+ before attacking west.", "raw": "{\"thoughts\":\"Power still building; keep economy going, group infantry defend, wait for power/tanks before attacking.\",\"notes\":\"Enemy far west at (12,16). Power plant building 65%. Once power stable, build weap output tanks and mass 8+ before attacking west. Keep training e3 for anti-tank.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2342, "completion_tokens": 173, "total_tokens": 2515, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006414, "upstream_inference_prompt_cost": 0.004684, "upstream_inference_completions_cost": 0.00173}, "completion_tokens_details": {"reasoning_tokens": 35, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.69, "thoughts": "Power still building; keep economy going, group infantry defend, wait for power/tanks before attacking.", "notes": "Enemy far west at (12,16). Power plant building 65%. Once power stable, build weap output tanks and mass 8+ before attacking west. Keep training e3 for anti-tank.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 12 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1500, "deaths_cost": 300, "units_killed": 9, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9100, "army_value": 2100, "income": 2500, "experience": 15, "order_count": 41}}
{"tick": 5001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:20 (tick 5001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $581 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11900, army $4300, killed $300 (0 units, 1 bldgs), lost $1500 (9 units, 0 bldgs). Map explored 21.1%.\nPRODUCTION: Building: powr 73%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #158@(88,10)21% #160@(86,12) #162@(81,11) #163@(79,11) #164@(77,12) #166@(74,15) #167@(72,17) #168@(70,19) #169@(68,21) #171@(57,28) #173@(54,28) #175@(52,27) #179@(35,24) #181@(30,24) #183@(21,22)\n  e3 (Rocket Soldier) x2: #170@(61,27) #176@(40,24)\n  harv (Ore Truck (harvester)) x2: #132@(20,11) #153@(21,12)\nVISIBLE ENEMY UNITS (1):\n  #174 e1@(93,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #180: ordered\n  - attack_move: 19 units\nYOUR NOTES FROM LAST TURN: Power plant at 36%; War Factory #180 ready for Medium Tank production once funds/power permit. Infantry and rockets are advancing east toward enemy start (95,11); no enemy base currently visible.", "raw": "{\"thoughts\":\"Power plant is nearly complete and must be placed immediately to restore production speed. Our advancing infantry screen is close to the likely enemy start, so keep pressure east while the economy resumes and prepare refinery expansion.\",\"notes\":\"Place powr as soon as ready; then build third refinery. Infantry/rockets advancing east along north lane toward enemy start (95,11); enemy rifle seen at 93,10.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":19},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"train\",\"item\":\"e1\",\"count\":5},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":18},{\"do\":\"rally\",\"building\":180,\"x\":70,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1531, "completion_tokens": 241, "total_tokens": 1772, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1529, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00739035, "upstream_inference_prompt_cost": 0.00420915, "upstream_inference_completions_cost": 0.0031812}, "completion_tokens_details": {"reasoning_tokens": 55, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.0, "thoughts": "Power plant is nearly complete and must be placed immediately to restore production speed. Our advancing infantry screen is close to the likely enemy start, so keep pressure east while the economy resumes and prepare refinery expansion.", "notes": "Place powr as soon as ready; then build third refinery. Infantry/rockets advancing east along north lane toward enemy start (95,11); enemy rifle seen at 93,10.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 19}, {"do": "build", "item": "proc"}, {"do": "train", "item": "e1", "count": 5}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "rally", "building": 134, "x": 70, "y": 18}, {"do": "rally", "building": 180, "x": 70, "y": 18}], "feedback": ["place powr: nothing READY TO PLACE with that type", "build proc: started", "train 5x e1: queued", "attack_move: 17 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1500, "units_killed": 0, "units_lost": 9, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11900, "army_value": 2100, "income": 5000, "experience": 3, "order_count": 40}}
{"tick": 5201, "slot": "Multi0", "model": "anthropic/claude-sonnet-5", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi0, faction ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $300 + stored ore $90 (storage 2000), power 0 made / 80 used LOW POWER - production slowed, build power!, harvesters 1.\nSCORE: assets $9100, army $3200, killed $1800 (12 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.2%.\nPRODUCTION: Building: powr READY TO PLACE; Building: fix 0%; Building: powr 0%; Vehicle: harv 27%; Infantry: e3 68%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(96,9)* #136@(93,9) #137@(93,9) #139@(93,8)* #141@(93,8)* #142@(93,9) #144@(93,9)* #145@(93,9) #147@(96,9)* #149@(93,8)* #155@(95,9)* #157@(93,8) #161@(95,9)* #174@(93,10) #182@(94,9)*\n  e3 (Rocket Soldier) x2: #165@(93,8)* #172@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(99,18)\nVISIBLE ENEMY UNITS (1):\n  #163 e1@(89,11) 7%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 12 units\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Power plant building 65%. Once power stable, build weap output tanks and mass 8+ before attacking west. Keep training e3 for anti-tank.", "raw": "{\"thoughts\":\"Place ready power plant to fix low power. Continue production queue. Keep infantry grouped defending base for now.\",\"notes\":\"Enemy far west at (12,16). Place powr, build more power/fix, then mass army for attack once tanks ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2338, "completion_tokens": 163, "total_tokens": 2501, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006306, "upstream_inference_prompt_cost": 0.004676, "upstream_inference_completions_cost": 0.00163}, "completion_tokens_details": {"reasoning_tokens": 25, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.34, "thoughts": "Place ready power plant to fix low power. Continue production queue. Keep infantry grouped defending base for now.", "notes": "Enemy far west at (12,16). Place powr, build more power/fix, then mass army for attack once tanks ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "attack_anything"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "stance: 11 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 1800, "deaths_cost": 300, "units_killed": 12, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9100, "army_value": 2100, "income": 2025, "experience": 18, "order_count": 41}}
{"tick": 5201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:28 (tick 5201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $891 (storage 4000), power 100 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11700, army $4100, killed $300 (0 units, 1 bldgs), lost $1800 (12 units, 0 bldgs). Map explored 21.1%.\nPRODUCTION: Building: powr READY TO PLACE; Building: proc 0%; Infantry: e1 10%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%\nYOUR UNITS (17) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #163@(89,11)7% #164@(87,12) #166@(85,14) #167@(79,11) #168@(77,12) #169@(75,14) #171@(65,24) #173@(63,26) #175@(61,27) #179@(46,24) #181@(41,24) #183@(31,24) #184@(15,22)\n  e3 (Rocket Soldier) x2: #170@(68,21) #176@(50,26)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(22,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: nothing READY TO PLACE with that type\n  - build proc: started\n  - train 5x e1: queued\n  - attack_move: 17 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Place powr as soon as ready; then build third refinery. Infantry/rockets advancing east along north lane toward enemy start (95,11); enemy rifle seen at 93,10.", "raw": "{\"thoughts\":\"A power plant is ready and must be placed immediately to restore production speed. Our infantry spearhead is near the likely enemy start, so keep it advancing while the refinery construction continues and start vehicle production if funds permit.\",\"notes\":\"Place ready powr; proc #3 is under construction. Infantry/rockets are spread along northern approach and front is near 89,11; likely enemy base 95,11.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\",\"x\":18,\"y\":19},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":2},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":11},{\"do\":\"rally\",\"building\":134,\"x\":86,\"y\":12},{\"do\":\"rally\",\"building\":180,\"x\":70,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1580, "completion_tokens": 391, "total_tokens": 1971, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1578, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0095051, "upstream_inference_prompt_cost": 0.0043439, "upstream_inference_completions_cost": 0.0051612}, "completion_tokens_details": {"reasoning_tokens": 192, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.99, "thoughts": "A power plant is ready and must be placed immediately to restore production speed. Our infantry spearhead is near the likely enemy start, so keep it advancing while the refinery construction continues and start vehicle production if funds permit.", "notes": "Place ready powr; proc #3 is under construction. Infantry/rockets are spread along northern approach and front is near 89,11; likely enemy base 95,11.", "commands": [{"do": "place", "item": "powr", "x": 18, "y": 19}, {"do": "train", "item": "1tnk", "count": 2}, {"do": "attack_move", "units": "all_army", "x": 96, "y": 11}, {"do": "rally", "building": 134, "x": 86, "y": 12}, {"do": "rally", "building": 180, "x": 70, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "train 2x 1tnk: queued", "attack_move: 15 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 1800, "units_killed": 0, "units_lost": 12, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11700, "army_value": 1900, "income": 5500, "experience": 3, "order_count": 46}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $1 + stored ore $140 (storage 2000), power 86 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $2000 (14 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 6.2%.\nPRODUCTION: Building: fix 20%; Building: powr 0%; Vehicle: harv 50%; Infantry: e3 52%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 86%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(96,9)* #136@(93,9)* #137@(93,9)* #139@(93,8)* #141@(93,8)* #142@(93,9)* #144@(93,9)* #145@(93,9)* #147@(96,9)* #149@(93,8)* #155@(94,9)* #157@(93,8)* #161@(96,8)* #174@(93,10)* #182@(94,9)*\n  e3 (Rocket Soldier) x3: #165@(93,8)* #172@(94,9)* #188@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,14)\nVISIBLE ENEMY UNITS (1):\n  #164 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - place powr: ordered (auto-relocated near base if the spot was invalid)\n  - stance: 11 units\nYOUR NOTES FROM LAST TURN: Enemy far west at (12,16). Place powr, build more power/fix, then mass army for attack once tanks ready.", "raw": "{\"thoughts\":\"Enemy base far west; I have a decent infantry force idle. Attack the visible enemy scout and start pushing west while continuing production.\",\"notes\":\"Enemy base at (12,16), far west. Pushing infantry force west via attack_move. Keep building fix/powr, then mass tanks from weap once ready. Watch harvester safety.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":60,\"y\":13},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2380, "completion_tokens": 308, "total_tokens": 2688, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00784, "upstream_inference_prompt_cost": 0.00476, "upstream_inference_completions_cost": 0.00308}, "completion_tokens_details": {"reasoning_tokens": 120, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.0, "thoughts": "Enemy base far west; I have a decent infantry force idle. Attack the visible enemy scout and start pushing west while continuing production.", "notes": "Enemy base at (12,16), far west. Pushing infantry force west via attack_move. Keep building fix/powr, then mass tanks from weap once ready. Watch harvester safety.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 60, "y": 13}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 18 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 300, "units_killed": 14, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 20, "order_count": 42}}
{"tick": 5401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:36 (tick 5401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $12100, army $4200, killed $300 (0 units, 1 bldgs), lost $2000 (14 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 21%; Vehicle: 1tnk 42%; Vehicle: 1tnk 0%; Infantry: e1 5%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x14: #164@(88,12) #167@(88,10) #168@(87,10) #169@(84,10) #171@(73,16) #173@(71,18) #175@(69,20) #179@(55,28) #181@(51,26) #183@(42,24) #184@(23,24) #187@(20,21) #189@(18,20) #190@(15,22)\n  e3 (Rocket Soldier) x2: #170@(76,13) #176@(59,28)\n  harv (Ore Truck (harvester)) x2: #132@(22,6) #153@(22,13)\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 2x 1tnk: queued\n  - attack_move: 15 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Place ready powr; proc #3 is under construction. Infantry/rockets are spread along northern approach and front is near 89,11; likely enemy base 95,11.", "raw": "{\"thoughts\":\"Our spearhead has reached the likely enemy start without contact, so push all available infantry east to reveal and destroy the enemy base while tank production continues. Economy is temporarily empty but two refineries and queued units will convert incoming ore into pressure.\",\"notes\":\"Enemy still unseen; search and attack around (95,11). Two light tanks are queued and infantry queue is active; send new forces to northeast.\",\"commands\":[{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"attack_move\",\"units\":[164,167,168,169,171,173,175,170,176,179,181,183],\"x\":98,\"y\":11},{\"do\":\"attack_move\",\"units\":[184,187,189,190],\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":180,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1577, "completion_tokens": 324, "total_tokens": 1901, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1575, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00861245, "upstream_inference_prompt_cost": 0.00433565, "upstream_inference_completions_cost": 0.0042768}, "completion_tokens_details": {"reasoning_tokens": 121, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.56, "thoughts": "Our spearhead has reached the likely enemy start without contact, so push all available infantry east to reveal and destroy the enemy base while tank production continues. Economy is temporarily empty but two refineries and queued units will convert incoming ore into pressure.", "notes": "Enemy still unseen; search and attack around (95,11). Two light tanks are queued and infantry queue is active; send new forces to northeast.", "commands": [{"do": "train", "item": "e1", "count": 10}, {"do": "attack_move", "units": [164, 167, 168, 169, 171, 173, 175, 170, 176, 179, 181, 183], "x": 98, "y": 11}, {"do": "attack_move", "units": [184, 187, 189, 190], "x": 88, "y": 12}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 180, "x": 88, "y": 12}], "feedback": ["train 10x e1: queued", "attack_move: 12 units", "attack_move: 4 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2000, "units_killed": 0, "units_lost": 14, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 12100, "army_value": 2000, "income": 5000, "experience": 3, "order_count": 49}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $2700 (19 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 7%.\nPRODUCTION: Building: fix 24%; Building: powr 0%; Vehicle: harv 55%; Infantry: e3 67%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(90,12) #136@(89,13)89% #137@(89,13)95% #139@(87,13) #141@(88,13) #142@(88,14)96% #144@(89,13)89% #145@(89,13)19% #147@(90,12) #149@(88,13) #155@(90,13) #157@(87,14) #161@(91,11) #174@(88,10)95% #182@(90,12)\n  e3 (Rocket Soldier) x3: #165@(88,14)92% #172@(88,13) #188@(90,12)\n  harv (Ore Truck (harvester)) x1: #130@(101,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12,16), far west. Pushing infantry force west via attack_move. Keep building fix/powr, then mass tanks from weap once ready. Watch harvester safety.", "raw": "{\"thoughts\":\"Army pushing west toward enemy base, no enemy visible yet. Keep economy growing, fix/powr production ongoing, and continue training infantry. Queue more tanks once war factory frees up.\",\"notes\":\"Enemy base far west at (12,16). Large infantry force en route via attack_move. Keep producing e1/e3, harvester safety, build second harv and start tank production once fix/powr done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":3},{\"do\":\"train\",\"item\":\"e1\",\"count\":3},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2426, "completion_tokens": 260, "total_tokens": 2686, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007452, "upstream_inference_prompt_cost": 0.004852, "upstream_inference_completions_cost": 0.0026}, "completion_tokens_details": {"reasoning_tokens": 39, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.95, "thoughts": "Army pushing west toward enemy base, no enemy visible yet. Keep economy growing, fix/powr production ongoing, and continue training infantry. Queue more tanks once war factory frees up.", "notes": "Enemy base far west at (12,16). Large infantry force en route via attack_move. Keep producing e1/e3, harvester safety, build second harv and start tank production once fix/powr done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 3}, {"do": "train", "item": "e1", "count": 3}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 18 units", "train 3x e3: queued", "train 3x e1: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 2700, "deaths_cost": 300, "units_killed": 19, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9700, "army_value": 2400, "income": 2500, "experience": 27, "order_count": 46}}
{"tick": 5601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:44 (tick 5601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $11500, army $3600, killed $300 (0 units, 1 bldgs), lost $2700 (19 units, 0 bldgs). Map explored 21.4%.\nPRODUCTION: Building: proc 33%; Vehicle: 1tnk 66%; Vehicle: 1tnk 0%; Infantry: e1 71%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #171@(82,12) #173@(79,12) #175@(76,13) #179@(64,25) #181@(60,28) #183@(52,27) #184@(34,24) #187@(30,24) #189@(26,25) #190@(23,24) #191@(17,21)\n  e3 (Rocket Soldier) x1: #176@(67,22)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(21,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - train 10x e1: queued\n  - attack_move: 12 units\n  - attack_move: 4 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; search and attack around (95,11). Two light tanks are queued and infantry queue is active; send new forces to northeast.", "raw": "{\"thoughts\":\"The second refinery is progressing and both production lines are already queued, while our scouting infantry is advancing toward the likely enemy start. Keep pressure northeast and consolidate stragglers behind the forward force.\",\"notes\":\"Proc #2 at 33%; two light tanks and a long rifle queue are in production. Enemy still unseen; continue search/attack toward northeast enemy start (95,11).\",\"commands\":[{\"do\":\"rally\",\"building\":134,\"x\":72,\"y\":16},{\"do\":\"rally\",\"building\":180,\"x\":72,\"y\":16},{\"do\":\"attack_move\",\"units\":[171,173,175,176,179,181,183],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[184,187,189,190,191],\"x\":72,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1592, "completion_tokens": 328, "total_tokens": 1920, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1590, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087065, "upstream_inference_prompt_cost": 0.0043769, "upstream_inference_completions_cost": 0.0043296}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "The second refinery is progressing and both production lines are already queued, while our scouting infantry is advancing toward the likely enemy start. Keep pressure northeast and consolidate stragglers behind the forward force.", "notes": "Proc #2 at 33%; two light tanks and a long rifle queue are in production. Enemy still unseen; continue search/attack toward northeast enemy start (95,11).", "commands": [{"do": "rally", "building": 134, "x": 72, "y": 16}, {"do": "rally", "building": 180, "x": 72, "y": 16}, {"do": "attack_move", "units": [171, 173, 175, 176, 179, 181, 183], "x": 95, "y": 11}, {"do": "attack_move", "units": [184, 187, 189, 190, 191], "x": 72, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["rally #134: ordered", "rally #180: ordered", "attack_move: 7 units", "attack_move: 5 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 2700, "units_killed": 0, "units_lost": 19, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11500, "army_value": 1400, "income": 5500, "experience": 3, "order_count": 59}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $3000 (22 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 8.7%.\nPRODUCTION: Building: fix 24%; Building: powr 0%; Building: powr 0%; Vehicle: harv 55%; Infantry: e3 67%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(80,13) #136@(79,14)89% #137@(80,13)95% #139@(79,14)46% #141@(80,14)95% #142@(79,14)96% #144@(79,14)89% #145@(79,14)19% #147@(80,13) #149@(80,14)98% #155@(80,13) #157@(79,14)97% #161@(81,13) #174@(80,13)95% #182@(81,15)\n  e3 (Rocket Soldier) x3: #165@(80,14)90% #172@(80,14) #188@(80,13)\n  harv (Ore Truck (harvester)) x1: #130@(99,22)\nVISIBLE ENEMY UNITS (1):\n  #176 e3@(75,14) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 3x e3: queued\n  - train 3x e1: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Enemy base far west at (12,16). Large infantry force en route via attack_move. Keep producing e1/e3, harvester safety, build second harv and start tank production once fix/powr done.", "raw": "{\"thoughts\":\"Army is grouped near (79-81,13-15), engage nearby enemy e3 and continue attack_move westward toward enemy base. Keep production running.\",\"notes\":\"Enemy base far west at (12,16). Army pushing west, engaged e3 near (75,14). Continue attack_move toward enemy base, keep training e1/e3, build fix/powr, get harv#2 and tanks once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":40,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2532, "completion_tokens": 241, "total_tokens": 2773, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007474, "upstream_inference_prompt_cost": 0.005064, "upstream_inference_completions_cost": 0.00241}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "Army is grouped near (79-81,13-15), engage nearby enemy e3 and continue attack_move westward toward enemy base. Keep production running.", "notes": "Enemy base far west at (12,16). Army pushing west, engaged e3 near (75,14). Continue attack_move toward enemy base, keep training e1/e3, build fix/powr, get harv#2 and tanks once fix done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 40, "y": 15}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 18 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 300, "units_killed": 22, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 30, "order_count": 53}}
{"tick": 5801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 3:52 (tick 5801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3500, killed $300 (0 units, 1 bldgs), lost $3000 (22 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 45%; Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Infantry: e1 35%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (13) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x10: #179@(72,17) #181@(68,21) #183@(61,27) #184@(45,24) #187@(40,24) #189@(36,24) #190@(34,24) #191@(25,25) #192@(19,20) #193@(17,21)\n  e3 (Rocket Soldier) x1: #176@(75,14)\n  harv (Ore Truck (harvester)) x2: #132@(17,10) #153@(16,6)\nVISIBLE ENEMY UNITS (6):\n  #136 e1@(79,14) 89%, #139 e1@(79,14) 46%, #142 e1@(79,14) 96%, #144 e1@(79,14) 89%, #145 e1@(79,14) 19%, #157 e1@(79,14) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #134: ordered\n  - rally #180: ordered\n  - attack_move: 7 units\n  - attack_move: 5 units\nYOUR NOTES FROM LAST TURN: Proc #2 at 33%; two light tanks and a long rifle queue are in production. Enemy still unseen; continue search/attack toward northeast enemy start (95,11).", "raw": "{\"thoughts\":\"Our scouting force has reached enemy infantry near the northeast approach, while our economy and production queues are already committed. Keep pressure moving toward the likely enemy base and place the refinery as soon as it completes.\",\"notes\":\"Enemy rifle group visible at 79,14; likely base remains northeast around 95,11. Refinery is 45% complete, light tanks and rifle queue underway; two harvesters mining.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":134,\"x\":79,\"y\":14},{\"do\":\"rally\",\"building\":180,\"x\":79,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1636, "completion_tokens": 260, "total_tokens": 1896, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1634, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0079299, "upstream_inference_prompt_cost": 0.0044979, "upstream_inference_completions_cost": 0.003432}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.88, "thoughts": "Our scouting force has reached enemy infantry near the northeast approach, while our economy and production queues are already committed. Keep pressure moving toward the likely enemy base and place the refinery as soon as it completes.", "notes": "Enemy rifle group visible at 79,14; likely base remains northeast around 95,11. Refinery is 45% complete, light tanks and rifle queue underway; two harvesters mining.", "commands": [{"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 134, "x": 79, "y": 14}, {"do": "rally", "building": 180, "x": 79, "y": 14}], "feedback": ["attack_move: 11 units", "stance: 11 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3000, "units_killed": 0, "units_lost": 22, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11400, "army_value": 1300, "income": 6000, "experience": 3, "order_count": 59}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9700, army $3500, killed $3500 (25 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 10.2%.\nPRODUCTION: Building: fix 24%; Building: powr 0%; Building: powr 0%; Vehicle: harv 55%; Infantry: e3 67%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(73,19) #136@(72,21)37% #137@(72,18)95% #139@(72,19)46% #141@(73,18)95% #142@(73,21)92% #144@(73,20)88% #145@(73,20)18% #147@(73,20) #149@(73,19)98% #155@(74,20) #157@(72,21)56% #161@(74,18) #174@(72,20)95% #182@(73,19)\n  e3 (Rocket Soldier) x3: #165@(74,18)90% #172@(74,18) #188@(72,19)\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (1):\n  #183 e1@(68,21) 15%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base far west at (12,16). Army pushing west, engaged e3 near (75,14). Continue attack_move toward enemy base, keep training e1/e3, build fix/powr, get harv#2 and tanks once fix done.", "raw": "{\"thoughts\":\"Army near (72-74,18-21), enemy weak unit visible. Push west toward enemy base at (12,16), keep economy building and training more infantry.\",\"notes\":\"Enemy base far west at (12,16). Army group near (72,20) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":40,\"y\":18},{\"do\":\"train\",\"item\":\"e1\",\"count\":2},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2584, "completion_tokens": 205, "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": 0.007218, "upstream_inference_prompt_cost": 0.005168, "upstream_inference_completions_cost": 0.00205}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.34, "thoughts": "Army near (72-74,18-21), enemy weak unit visible. Push west toward enemy base at (12,16), keep economy building and training more infantry.", "notes": "Enemy base far west at (12,16). Army group near (72,20) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 40, "y": 18}, {"do": "train", "item": "e1", "count": 2}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 18 units", "train 2x e1: queued", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3500, "deaths_cost": 300, "units_killed": 25, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9700, "army_value": 2400, "income": 2000, "experience": 35, "order_count": 57}}
{"tick": 6001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:00 (tick 6001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $10900, army $3000, killed $300 (0 units, 1 bldgs), lost $3500 (25 units, 0 bldgs). Map explored 21.6%.\nPRODUCTION: Building: proc 45%; Vehicle: 1tnk 90%; Vehicle: 1tnk 0%; Infantry: e1 35%; 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (10) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x8: #183@(68,21)15% #184@(54,28) #187@(50,26) #189@(47,24) #190@(45,24) #191@(35,24) #192@(28,24) #193@(25,25)\n  harv (Ore Truck (harvester)) x2: #132@(18,5) #153@(16,14)\nVISIBLE ENEMY UNITS (2):\n  #136 e1@(72,21) 37%, #157 e1@(72,21) 56%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 11 units\n  - stance: 11 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle group visible at 79,14; likely base remains northeast around 95,11. Refinery is 45% complete, light tanks and rifle queue underway; two harvesters mining.", "raw": "{\"thoughts\":\"Our second refinery and first light tank are nearly complete, while the infantry screen is advancing toward the likely enemy northeast base. Keep all production queued and push the scattered rifle force east to engage scouts and reveal structures.\",\"notes\":\"Enemy likely northeast near 95,11. Proc at 45%; vehicle light tank nearly done, existing rifle column spread from 25,25 to 68,21; two harvesters active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":88,\"y\":14},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":4},{\"do\":\"train\",\"item\":\"e3\",\"count\":4},{\"do\":\"train\",\"item\":\"e1\",\"count\":6},{\"do\":\"rally\",\"building\":134,\"x\":68,\"y\":21},{\"do\":\"rally\",\"building\":180,\"x\":68,\"y\":21}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1562, "completion_tokens": 315, "total_tokens": 1877, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1560, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084524, "upstream_inference_prompt_cost": 0.0042944, "upstream_inference_completions_cost": 0.004158}, "completion_tokens_details": {"reasoning_tokens": 108, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.56, "thoughts": "Our second refinery and first light tank are nearly complete, while the infantry screen is advancing toward the likely enemy northeast base. Keep all production queued and push the scattered rifle force east to engage scouts and reveal structures.", "notes": "Enemy likely northeast near 95,11. Proc at 45%; vehicle light tank nearly done, existing rifle column spread from 25,25 to 68,21; two harvesters active.", "commands": [{"do": "attack_move", "units": "all_army", "x": 88, "y": 14}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "train", "item": "1tnk", "count": 4}, {"do": "train", "item": "e3", "count": 4}, {"do": "train", "item": "e1", "count": 6}, {"do": "rally", "building": 134, "x": 68, "y": 21}, {"do": "rally", "building": 180, "x": 68, "y": 21}], "feedback": ["attack_move: 8 units", "stance: 8 units", "train 4x 1tnk: queued", "train 4x e3: queued", "train 6x e1: queued", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3500, "units_killed": 0, "units_lost": 25, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10900, "army_value": 800, "income": 5500, "experience": 3, "order_count": 59}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3800, killed $3700 (27 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 11.6%.\nPRODUCTION: Building: fix 38%; Building: powr 0%; Building: powr 0%; Vehicle: harv 70%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(65,24) #136@(66,23)37% #137@(66,23)95% #139@(64,25)5% #141@(67,23)95% #142@(67,24)92% #144@(66,23)88% #145@(65,24)18% #147@(65,24) #149@(67,22)98% #155@(66,23) #157@(65,24)56% #161@(67,22) #174@(64,25)94% #182@(65,24)\n  e3 (Rocket Soldier) x4: #165@(66,24)90% #172@(67,22) #188@(66,23) #194@(95,9)*\n  harv (Ore Truck (harvester)) x1: #130@(98,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 18 units\n  - train 2x e1: queued\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base far west at (12,16). Army group near (72,20) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.", "raw": "{\"thoughts\":\"Continue pushing army west toward enemy base at (12,16). Keep production going, cash is low so let queue continue.\",\"notes\":\"Enemy base far west at (12,16). Army group ~(65,24) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2610, "completion_tokens": 160, "total_tokens": 2770, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00682, "upstream_inference_prompt_cost": 0.00522, "upstream_inference_completions_cost": 0.0016}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.16, "thoughts": "Continue pushing army west toward enemy base at (12,16). Keep production going, cash is low so let queue continue.", "notes": "Enemy base far west at (12,16). Army group ~(65,24) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}], "feedback": ["attack_move: 19 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 300, "units_killed": 27, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10000, "army_value": 2700, "income": 2500, "experience": 37, "order_count": 61}}
{"tick": 6201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:08 (tick 6201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3700, killed $300 (0 units, 1 bldgs), lost $3700 (27 units, 0 bldgs). Map explored 21.7%.\nPRODUCTION: Building: proc 57%; Vehicle: 1tnk 14%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 1%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #196@(14,18)\n  e1 (Rifle Infantry) x8: #187@(60,28) #189@(56,28) #190@(54,28) #191@(46,24) #192@(39,24) #193@(35,24) #195@(17,21) #197@(15,22)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(17,12)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 8 units\n  - stance: 8 units\n  - train 4x 1tnk: queued\n  - train 4x e3: queued\n  - train 6x e1: queued\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely northeast near 95,11. Proc at 45%; vehicle light tank nearly done, existing rifle column spread from 25,25 to 68,21; two harvesters active.", "raw": "{\"thoughts\":\"Second refinery is nearing completion and production queues are committed despite no cash. Push the forward rifle scouts northeast toward the suspected enemy start while keeping home defenders and the tank near base until reinforcements emerge.\",\"notes\":\"Enemy unspotted; likely base northeast around 95,11. Forward rifle group continues scouting east/northeast; tank and two rifles remain home. Refinery 57%, vehicle/infantry queues active.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[187,189,190,191,192,193],\"x\":95,\"y\":11},{\"do\":\"stance\",\"units\":[187,189,190,191,192,193],\"stance\":\"attack_anything\"},{\"do\":\"stance\",\"units\":[196,195,197],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1675, "completion_tokens": 266, "total_tokens": 1941, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1673, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00811635, "upstream_inference_prompt_cost": 0.00460515, "upstream_inference_completions_cost": 0.0035112}, "completion_tokens_details": {"reasoning_tokens": 81, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.6, "thoughts": "Second refinery is nearing completion and production queues are committed despite no cash. Push the forward rifle scouts northeast toward the suspected enemy start while keeping home defenders and the tank near base until reinforcements emerge.", "notes": "Enemy unspotted; likely base northeast around 95,11. Forward rifle group continues scouting east/northeast; tank and two rifles remain home. Refinery 57%, vehicle/infantry queues active.", "commands": [{"do": "attack_move", "units": [187, 189, 190, 191, 192, 193], "x": 95, "y": 11}, {"do": "stance", "units": [187, 189, 190, 191, 192, 193], "stance": "attack_anything"}, {"do": "stance", "units": [196, 195, 197], "stance": "defend"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 6 units", "stance: 6 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 3700, "units_killed": 0, "units_lost": 27, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11600, "army_value": 1500, "income": 6000, "experience": 3, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $10000, army $3800, killed $4000 (30 units, 0 bldgs), lost $300 (0 units, 1 bldgs). Map explored 13%.\nPRODUCTION: Building: fix 38%; Building: powr 0%; Building: powr 0%; Vehicle: harv 70%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (20) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x15: #135@(59,28)97% #136@(60,28)37% #137@(61,28)95% #139@(58,28)5% #141@(60,28)95% #142@(61,27)92% #144@(61,27)88% #145@(59,28)18% #147@(59,28)96% #149@(61,27)98% #155@(61,27) #157@(59,28)55% #161@(61,27) #174@(58,28)37% #182@(59,28)76%\n  e3 (Rocket Soldier) x4: #165@(61,28)90% #172@(62,27) #188@(60,28) #194@(87,15)\n  harv (Ore Truck (harvester)) x1: #130@(100,27)\nVISIBLE ENEMY UNITS (1):\n  #191 e1@(55,28) 36%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\nYOUR NOTES FROM LAST TURN: Enemy base far west at (12,16). Army group ~(65,24) pushing west. Continue attack_move toward enemy base. Keep training e1/e3, finish fix/powr, get harv#2 and tanks once fix done.", "raw": "{\"thoughts\":\"Continue push west toward enemy base, kill remaining infantry, keep production going. Queue more tanks once fix finishes.\",\"notes\":\"Army pushing west toward (12,16). Fix and powr still building. Keep training e1/e3, then war factory tanks once fix ready. Watch harv#130 for ore safety.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":30,\"y\":22}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2603, "completion_tokens": 147, "total_tokens": 2750, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006676, "upstream_inference_prompt_cost": 0.005206, "upstream_inference_completions_cost": 0.00147}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.81, "thoughts": "Continue push west toward enemy base, kill remaining infantry, keep production going. Queue more tanks once fix finishes.", "notes": "Army pushing west toward (12,16). Fix and powr still building. Keep training e1/e3, then war factory tanks once fix ready. Watch harv#130 for ore safety.", "commands": [{"do": "attack_move", "units": "all_army", "x": 30, "y": 22}], "feedback": ["attack_move: 19 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4000, "deaths_cost": 300, "units_killed": 30, "units_lost": 0, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10000, "army_value": 2700, "income": 2150, "experience": 40, "order_count": 61}}
{"tick": 6401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:16 (tick 6401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $11400, army $3500, killed $300 (0 units, 1 bldgs), lost $4000 (30 units, 0 bldgs). Map explored 21.9%.\nPRODUCTION: Building: proc 69%; Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #196@(37,20)\n  e1 (Rifle Infantry) x6: #191@(55,28)36% #192@(49,26) #193@(46,24) #195@(25,25) #197@(23,24) #198@(18,20)\n  harv (Ore Truck (harvester)) x2: #132@(21,9) #153@(15,5)\nVISIBLE ENEMY UNITS (7):\n  #135 e1@(59,28) 97%, #139 e1@(58,28) 5%, #145 e1@(59,28) 18%, #147 e1@(59,28) 96%, #157 e1@(59,28) 55%, #174 e1@(58,28) 37%, #182 e1@(59,28) 76%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 6 units\n  - stance: 6 units\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy unspotted; likely base northeast around 95,11. Forward rifle group continues scouting east/northeast; tank and two rifles remain home. Refinery 57%, vehicle/infantry queues active.", "raw": "{\"thoughts\":\"Our forward rifles have found an enemy infantry screen near the center-east, while the first light tank is ready to reinforce. Keep production queued, finish the refinery for stronger income, and use the tank with nearby infantry to clear and scout toward the enemy start.\",\"notes\":\"Enemy rifle screen at 58-59,28; no enemy buildings seen. Refinery is 69% building. Light tank #196 moving to forward fight; keep scouting northeast toward 95,11.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[196,191,192,193],\"x\":70,\"y\":24},{\"do\":\"attack_move\",\"units\":[195,197,198],\"x\":59,\"y\":28},{\"do\":\"rally\",\"building\":180,\"x\":55,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1698, "completion_tokens": 276, "total_tokens": 1974, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1696, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0083116, "upstream_inference_prompt_cost": 0.0046684, "upstream_inference_completions_cost": 0.0036432}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.84, "thoughts": "Our forward rifles have found an enemy infantry screen near the center-east, while the first light tank is ready to reinforce. Keep production queued, finish the refinery for stronger income, and use the tank with nearby infantry to clear and scout toward the enemy start.", "notes": "Enemy rifle screen at 58-59,28; no enemy buildings seen. Refinery is 69% building. Light tank #196 moving to forward fight; keep scouting northeast toward 95,11.", "commands": [{"do": "attack_move", "units": [196, 191, 192, 193], "x": 70, "y": 24}, {"do": "attack_move", "units": [195, 197, 198], "x": 59, "y": 28}, {"do": "rally", "building": 180, "x": 55, "y": 25}, {"do": "rally", "building": 134, "x": 55, "y": 25}], "feedback": ["attack_move: 4 units", "attack_move: 3 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 300, "deaths_cost": 4000, "units_killed": 0, "units_lost": 30, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11400, "army_value": 1300, "income": 5000, "experience": 3, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $4300 (33 units, 0 bldgs), lost $500 (2 units, 1 bldgs). Map explored 13.9%.\nPRODUCTION: Building: fix 38%; Building: powr 0%; Building: powr 0%; Vehicle: harv 70%; Infantry: e3 22%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(54,28)95% #136@(54,29)37% #137@(54,29)95% #141@(55,28)95% #142@(54,29)91% #144@(55,28)88% #147@(54,28)90% #149@(57,28)98% #155@(54,29) #157@(54,28)19% #161@(55,28) #174@(54,28)32% #182@(54,28)74%\n  e3 (Rocket Soldier) x4: #165@(55,28)90% #172@(57,30) #188@(55,28) #194@(78,15)\n  harv (Ore Truck (harvester)) x1: #130@(99,18)\nVISIBLE ENEMY UNITS (1):\n  #196 1tnk@(50,28) 41%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 19 units\nYOUR NOTES FROM LAST TURN: Army pushing west toward (12,16). Fix and powr still building. Keep training e1/e3, then war factory tanks once fix ready. Watch harv#130 for ore safety.", "raw": "{\"thoughts\":\"Army near (54,28) engaging enemy tank; push forward toward enemy base at (12,16). Keep production going.\",\"notes\":\"Army pushing west toward (12,16), enemy tank at (50,28) engaged. Fix/powr building. Keep training e1/e3, build war factory tanks once fix ready. Watch harv#130.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"idle_army\",\"x\":30,\"y\":22},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2571, "completion_tokens": 197, "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": 0.007112, "upstream_inference_prompt_cost": 0.005142, "upstream_inference_completions_cost": 0.00197}, "completion_tokens_details": {"reasoning_tokens": 26, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.36, "thoughts": "Army near (54,28) engaging enemy tank; push forward toward enemy base at (12,16). Keep production going.", "notes": "Army pushing west toward (12,16), enemy tank at (50,28) engaged. Fix/powr building. Keep training e1/e3, build war factory tanks once fix ready. Watch harv#130.", "commands": [{"do": "attack_move", "units": "idle_army", "x": 30, "y": 22}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: no valid unit ids of yours", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 4300, "deaths_cost": 500, "units_killed": 33, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 2500, "income": 2000, "experience": 43, "order_count": 61}}
{"tick": 6601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:24 (tick 6601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $11100, army $3200, killed $500 (2 units, 1 bldgs), lost $4300 (33 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 69%; Vehicle: 1tnk 38%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 66%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #196@(50,28)41%\n  e1 (Rifle Infantry) x3: #195@(35,26) #197@(32,26) #198@(27,25)\n  harv (Ore Truck (harvester)) x2: #132@(19,5) #153@(16,13)\nVISIBLE ENEMY UNITS (14):\n  #135 e1@(54,28) 95%, #136 e1@(54,29) 37%, #137 e1@(54,29) 95%, #141 e1@(55,28) 95%, #142 e1@(54,29) 91%, #144 e1@(55,28) 88%, #147 e1@(54,28) 90%, #155 e1@(54,29) 100%, #157 e1@(54,28) 19%, #161 e1@(55,28) 100%, #165 e3@(55,28) 90%, #174 e1@(54,28) 32%, #182 e1@(54,28) 74%, #188 e3@(55,28) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - attack_move: 3 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy rifle screen at 58-59,28; no enemy buildings seen. Refinery is 69% building. Light tank #196 moving to forward fight; keep scouting northeast toward 95,11.", "raw": "{\"thoughts\":\"Our forward tank is badly damaged and facing a large enemy infantry/rocket screen, so it should retreat while new production continues. The refinery will strengthen income once ready; preserve units and rally reinforcements toward the central approach.\",\"notes\":\"Enemy screen concentrated around 54-55,28; likely base northeast near 95,11. Tank #196 retreating west; infantry hold central. Refinery nearing completion.\",\"commands\":[{\"do\":\"move\",\"units\":[196],\"x\":35,\"y\":25},{\"do\":\"stance\",\"units\":[195,197,198],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[195,197,198],\"x\":37,\"y\":25},{\"do\":\"rally\",\"building\":180,\"x\":36,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":36,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1769, "completion_tokens": 324, "total_tokens": 2093, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1767, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00914045, "upstream_inference_prompt_cost": 0.00486365, "upstream_inference_completions_cost": 0.0042768}, "completion_tokens_details": {"reasoning_tokens": 140, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.0, "thoughts": "Our forward tank is badly damaged and facing a large enemy infantry/rocket screen, so it should retreat while new production continues. The refinery will strengthen income once ready; preserve units and rally reinforcements toward the central approach.", "notes": "Enemy screen concentrated around 54-55,28; likely base northeast near 95,11. Tank #196 retreating west; infantry hold central. Refinery nearing completion.", "commands": [{"do": "move", "units": [196], "x": 35, "y": 25}, {"do": "stance", "units": [195, 197, 198], "stance": "defend"}, {"do": "move", "units": [195, 197, 198], "x": 37, "y": 25}, {"do": "rally", "building": 180, "x": 36, "y": 25}, {"do": "rally", "building": 134, "x": 36, "y": 25}], "feedback": ["move: 1 units", "stance: 3 units", "move: 3 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 4300, "units_killed": 2, "units_lost": 33, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 11100, "army_value": 1000, "income": 5000, "experience": 5, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $171 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $5000 (34 units, 0 bldgs), lost $500 (2 units, 1 bldgs). Map explored 15.9%.\nPRODUCTION: Building: fix 47%; Building: powr 0%; Building: powr 0%; Vehicle: harv 80%; Infantry: e3 59%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(47,25)94% #136@(46,24)37% #137@(46,24)95% #141@(45,28)95% #142@(47,25)91% #144@(45,28)88% #147@(47,25)89% #149@(49,29)98% #155@(47,24) #157@(46,25)12% #161@(46,28) #174@(46,24)32% #182@(48,25)73%\n  e3 (Rocket Soldier) x4: #165@(46,28)90% #172@(49,29) #188@(47,28) #194@(70,23)\n  harv (Ore Truck (harvester)) x1: #130@(98,14)\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 e3: queued\nYOUR NOTES FROM LAST TURN: Army pushing west toward (12,16), enemy tank at (50,28) engaged. Fix/powr building. Keep training e1/e3, build war factory tanks once fix ready. Watch harv#130.", "raw": "{\"thoughts\":\"Army is grouped near (46-49,25-29). Continue push toward enemy base at (12,16). Keep production going, queue tanks once fix ready.\",\"notes\":\"Army pushing west toward (12,16). Fix building at 47%. Keep training e1/e3, add tanks once fix done. Harvester at (98,14) mining ok.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2604, "completion_tokens": 246, "total_tokens": 2850, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007668, "upstream_inference_prompt_cost": 0.005208, "upstream_inference_completions_cost": 0.00246}, "completion_tokens_details": {"reasoning_tokens": 58, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.01, "thoughts": "Army is grouped near (46-49,25-29). Continue push toward enemy base at (12,16). Keep production going, queue tanks once fix ready.", "notes": "Army pushing west toward (12,16). Fix building at 47%. Keep training e1/e3, add tanks once fix done. Harvester at (98,14) mining ok.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 17 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 500, "units_killed": 34, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 2500, "income": 2500, "experience": 50, "order_count": 63}}
{"tick": 6801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:32 (tick 6801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $126 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10500, army $2600, killed $500 (2 units, 1 bldgs), lost $5000 (34 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 78%; Vehicle: 1tnk 55%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 90%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #195@(37,25)* #197@(37,25)* #198@(37,25) #199@(17,21)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(17,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - move: 1 units\n  - stance: 3 units\n  - move: 3 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy screen concentrated around 54-55,28; likely base northeast near 95,11. Tank #196 retreating west; infantry hold central. Refinery nearing completion.", "raw": "{\"thoughts\":\"The refinery is nearly complete and production queues are saturated despite no immediate cash. I will use the surviving infantry to scout and contest the central route toward the enemy while the new light tanks rebuild our field force.\",\"notes\":\"Place refinery immediately when ready; keep tank/infantry queues rolling. Infantry scouting from center toward enemy northeast route; enemy not currently visible.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":58,\"y\":27},{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"rally\",\"building\":180,\"x\":37,\"y\":25},{\"do\":\"rally\",\"building\":134,\"x\":37,\"y\":25}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1582, "completion_tokens": 307, "total_tokens": 1889, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1580, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0084018, "upstream_inference_prompt_cost": 0.0043494, "upstream_inference_completions_cost": 0.0040524}, "completion_tokens_details": {"reasoning_tokens": 153, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.18, "thoughts": "The refinery is nearly complete and production queues are saturated despite no immediate cash. I will use the surviving infantry to scout and contest the central route toward the enemy while the new light tanks rebuild our field force.", "notes": "Place refinery immediately when ready; keep tank/infantry queues rolling. Infantry scouting from center toward enemy northeast route; enemy not currently visible.", "commands": [{"do": "attack_move", "units": "all_army", "x": 58, "y": 27}, {"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "rally", "building": 180, "x": 37, "y": 25}, {"do": "rally", "building": 134, "x": 37, "y": 25}], "feedback": ["attack_move: 4 units", "stance: 4 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 5000, "units_killed": 2, "units_lost": 34, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10500, "army_value": 400, "income": 5000, "experience": 5, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $5300 (37 units, 0 bldgs), lost $500 (2 units, 1 bldgs). Map explored 17.9%.\nPRODUCTION: Building: fix 52%; Building: powr 0%; Building: powr 0%; Vehicle: harv 85%; Infantry: e3 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(37,25)94% #136@(36,23)37% #137@(36,24)95% #141@(37,27)41% #142@(36,24)91% #144@(37,27)88% #147@(37,25)89% #149@(39,27)98% #155@(36,24) #157@(36,24)12% #161@(38,27) #174@(36,24)32% #182@(38,25)73%\n  e3 (Rocket Soldier) x4: #165@(37,27)90% #172@(39,27) #188@(37,27) #194@(61,27)\n  harv (Ore Truck (harvester)) x1: #130@(100,27)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Army pushing west toward (12,16). Fix building at 47%. Keep training e1/e3, add tanks once fix done. Harvester at (98,14) mining ok.", "raw": "{\"thoughts\":\"Army is pushing toward enemy at (12,16), currently around (36-39,23-27). Keep advancing and continue production. Cash is 0 so wait for income, keep queues going.\",\"notes\":\"Army pushing west toward enemy base near (12,16), currently ~(37,25). Continue attack_move once regrouped. Fix at 52%, need tanks after. Harvester mining fine at (100,27).\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":15,\"y\":17}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2643, "completion_tokens": 175, "total_tokens": 2818, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007036, "upstream_inference_prompt_cost": 0.005286, "upstream_inference_completions_cost": 0.00175}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.96, "thoughts": "Army is pushing toward enemy at (12,16), currently around (36-39,23-27). Keep advancing and continue production. Cash is 0 so wait for income, keep queues going.", "notes": "Army pushing west toward enemy base near (12,16), currently ~(37,25). Continue attack_move once regrouped. Fix at 52%, need tanks after. Harvester mining fine at (100,27).", "commands": [{"do": "attack_move", "units": "all_army", "x": 15, "y": 17}], "feedback": ["attack_move: 17 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5300, "deaths_cost": 500, "units_killed": 37, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 2500, "income": 2500, "experience": 53, "order_count": 67}}
{"tick": 7001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:40 (tick 7001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $10400, army $2500, killed $500 (2 units, 1 bldgs), lost $5300 (37 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 93%; Vehicle: 1tnk 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 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: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #199@(26,21) #200@(23,22) #201@(19,20)\n  harv (Ore Truck (harvester)) x2: #132@(21,10) #153@(17,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 4 units\n  - stance: 4 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place refinery immediately when ready; keep tank/infantry queues rolling. Infantry scouting from center toward enemy northeast route; enemy not currently visible.", "raw": "{\"thoughts\":\"Our refinery and first tank are nearly complete, with both production queues fully committed. Continue scouting northeast toward the likely enemy base while keeping harvesters mining and prepare to place the refinery immediately next turn.\",\"notes\":\"Refinery 93% and light tank 85%; building queue will free soon. Infantry scouting northeast; enemy likely at (95,11), still unseen. Vehicle and infantry queues full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[199,200,201],\"x\":65,\"y\":14},{\"do\":\"stance\",\"units\":[199,200,201],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1546, "completion_tokens": 225, "total_tokens": 1771, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1544, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0072204, "upstream_inference_prompt_cost": 0.0042504, "upstream_inference_completions_cost": 0.00297}, "completion_tokens_details": {"reasoning_tokens": 75, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.32, "thoughts": "Our refinery and first tank are nearly complete, with both production queues fully committed. Continue scouting northeast toward the likely enemy base while keeping harvesters mining and prepare to place the refinery immediately next turn.", "notes": "Refinery 93% and light tank 85%; building queue will free soon. Infantry scouting northeast; enemy likely at (95,11), still unseen. Vehicle and infantry queues full.", "commands": [{"do": "attack_move", "units": [199, 200, 201], "x": 65, "y": 14}, {"do": "stance", "units": [199, 200, 201], "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["attack_move: 3 units", "stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 5300, "units_killed": 2, "units_lost": 37, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10400, "army_value": 300, "income": 5000, "experience": 5, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $5600 (40 units, 0 bldgs), lost $500 (2 units, 1 bldgs). Map explored 20.2%.\nPRODUCTION: Building: fix 52%; Building: powr 0%; Building: powr 0%; Vehicle: harv 85%; Infantry: e3 78%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(28,22)94% #136@(27,20)10% #137@(28,21)95% #141@(29,19)41% #142@(27,20)91% #144@(28,27)88% #147@(29,25)44% #149@(30,27)98% #155@(28,22) #157@(28,21)7% #161@(29,26) #174@(28,21)32% #182@(29,24)65%\n  e3 (Rocket Soldier) x4: #165@(28,26)90% #172@(29,27) #188@(28,26) #194@(52,27)\n  harv (Ore Truck (harvester)) x1: #130@(101,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\nYOUR NOTES FROM LAST TURN: Army pushing west toward enemy base near (12,16), currently ~(37,25). Continue attack_move once regrouped. Fix at 52%, need tanks after. Harvester mining fine at (100,27).", "raw": "{\"thoughts\":\"Army is near (28,20s) advancing west toward enemy base at (12,16). Continue attack move, keep production flowing at home.\",\"notes\":\"Army pushing toward enemy base near (12,16), currently around (28,20). Continue attack_move. Fix building at 52%, need tanks once done. Keep training infantry, build more power/econ.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"build\",\"item\":\"powr\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2631, "completion_tokens": 203, "total_tokens": 2834, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007292, "upstream_inference_prompt_cost": 0.005262, "upstream_inference_completions_cost": 0.00203}, "completion_tokens_details": {"reasoning_tokens": 18, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.3, "thoughts": "Army is near (28,20s) advancing west toward enemy base at (12,16). Continue attack move, keep production flowing at home.", "notes": "Army pushing toward enemy base near (12,16), currently around (28,20). Continue attack_move. Fix building at 52%, need tanks once done. Keep training infantry, build more power/econ.", "commands": [{"do": "attack_move", "units": "all_army", "x": 12, "y": 16}, {"do": "train", "item": "e3", "count": 2}, {"do": "build", "item": "powr"}], "feedback": ["attack_move: 17 units", "train 2x e3: queued", "build powr: started"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 500, "units_killed": 40, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 2500, "income": 2000, "experience": 56, "order_count": 67}}
{"tick": 7201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:48 (tick 7201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 200 made / 110 used, harvesters 2.\nSCORE: assets $10100, army $2200, killed $500 (2 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc 93%; Vehicle: 1tnk 85%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 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: 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@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 100%, #134 tent@(15,21) 100%, #152 proc@(23,15) 100%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #132@(21,5) #153@(20,12)\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\nYOUR NOTES FROM LAST TURN: Refinery 93% and light tank 85%; building queue will free soon. Infantry scouting northeast; enemy likely at (95,11), still unseen. Vehicle and infantry queues full.", "raw": "{\"thoughts\":\"The refinery and first light tank are about to complete while all available cash is committed to production. I will rally new forces northeast toward the likely enemy base and keep production queues running.\",\"notes\":\"Place refinery immediately when ready; queues are loaded with light tanks and infantry. Rallying units toward enemy start (95,11); currently no combat units visible at home.\",\"commands\":[{\"do\":\"rally\",\"building\":180,\"x\":70,\"y\":12},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":12},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1508, "completion_tokens": 268, "total_tokens": 1776, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1506, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076835, "upstream_inference_prompt_cost": 0.0041459, "upstream_inference_completions_cost": 0.0035376}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.72, "thoughts": "The refinery and first light tank are about to complete while all available cash is committed to production. I will rally new forces northeast toward the likely enemy base and keep production queues running.", "notes": "Place refinery immediately when ready; queues are loaded with light tanks and infantry. Rallying units toward enemy start (95,11); currently no combat units visible at home.", "commands": [{"do": "rally", "building": 180, "x": 70, "y": 12}, {"do": "rally", "building": 134, "x": 70, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}], "feedback": ["rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 5600, "units_killed": 2, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10100, "army_value": 0, "income": 5000, "experience": 5, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 1.\nSCORE: assets $9800, army $3600, killed $5600 (40 units, 0 bldgs), lost $500 (2 units, 1 bldgs). Map explored 21.3%.\nPRODUCTION: Building: fix 52%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Vehicle: harv 85%; Infantry: e3 78%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(24,19)94% #136@(22,17)10% #137@(22,17)95% #141@(26,18)41% #142@(22,18)91% #144@(21,20)43% #147@(23,19)44% #149@(22,20)98% #155@(24,19) #157@(22,17)7% #161@(22,20) #174@(23,18)32% #182@(23,19)65%\n  e3 (Rocket Soldier) x4: #165@(21,19)89% #172@(22,20) #188@(21,19)97% #194@(41,26)\n  harv (Ore Truck (harvester)) x1: #130@(98,12)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(21,14) 100%, #153 harv@(20,15) 94%\nVISIBLE ENEMY BUILDINGS (1):\n  #152 proc@(23,15) 90%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 2x e3: queued\n  - build powr: started\nYOUR NOTES FROM LAST TURN: Army pushing toward enemy base near (12,16), currently around (28,20). Continue attack_move. Fix building at 52%, need tanks once done. Keep training infantry, build more power/econ.", "raw": "{\"thoughts\":\"My army is near enemy base at (23,15)/(21,14). Push attack into enemy refinery and harvesters, keep production going.\",\"notes\":\"Army near (21-24,17-20), enemy base at (12,16) with proc#152@(23,15). Push attack_move to finish off enemy buildings. Continue training e3/e1, building power plants and fix depot.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":23,\"y\":15},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2721, "completion_tokens": 225, "total_tokens": 2946, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007692, "upstream_inference_prompt_cost": 0.005442, "upstream_inference_completions_cost": 0.00225}, "completion_tokens_details": {"reasoning_tokens": 31, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.43, "thoughts": "My army is near enemy base at (23,15)/(21,14). Push attack into enemy refinery and harvesters, keep production going.", "notes": "Army near (21-24,17-20), enemy base at (12,16) with proc#152@(23,15). Push attack_move to finish off enemy buildings. Continue training e3/e1, building power plants and fix depot.", "commands": [{"do": "attack_move", "units": "all_army", "x": 23, "y": 15}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 17 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 500, "units_killed": 40, "units_lost": 2, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 2500, "income": 2000, "experience": 56, "order_count": 70}}
{"tick": 7401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 4:56 (tick 7401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $95 (storage 4000), power 200 made / 110 used, harvesters 2.\nSCORE: assets $10900, army $3000, killed $500 (2 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.3%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 8%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 50%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 100%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 90%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%\nYOUR UNITS (4) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(10,18)\n  e1 (Rifle Infantry) x1: #202@(17,21)\n  harv (Ore Truck (harvester)) x2: #132@(21,14) #153@(20,15)94%\nVISIBLE ENEMY UNITS (16):\n  #135 e1@(24,19) 94%, #136 e1@(22,17) 10%, #137 e1@(22,17) 95%, #141 e1@(26,18) 41%, #142 e1@(22,18) 91%, #144 e1@(21,20) 43%, #147 e1@(23,19) 44%, #149 e1@(22,20) 98%, #155 e1@(24,19) 100%, #157 e1@(22,17) 7%, #161 e1@(22,20) 100%, #165 e3@(21,19) 89%, #172 e3@(22,20) 99%, #174 e1@(23,18) 32%, #182 e1@(23,19) 65%, #188 e3@(21,19) 97%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Place refinery immediately when ready; queues are loaded with light tanks and infantry. Rallying units toward enemy start (95,11); currently no combat units visible at home.", "raw": "{\"thoughts\":\"A refinery is ready and must be placed to restore income momentum. Enemy infantry are clustered directly beside our ore operation, so the tank and rifleman will engage while harvesters are pulled back from danger.\",\"notes\":\"Placed third refinery; enemy infantry swarm at x21-26,y17-20 near our refineries. Vehicle/infantry queues remain heavily loaded; protect harvesters until new tanks emerge.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":25,\"y\":13},{\"do\":\"attack_move\",\"units\":[203,202],\"x\":22,\"y\":19},{\"do\":\"move\",\"units\":[132,153],\"x\":14,\"y\":14},{\"do\":\"stance\",\"units\":[203,202],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1717, "completion_tokens": 227, "total_tokens": 1944, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1715, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00771705, "upstream_inference_prompt_cost": 0.00472065, "upstream_inference_completions_cost": 0.0029964}, "completion_tokens_details": {"reasoning_tokens": 64, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.24, "thoughts": "A refinery is ready and must be placed to restore income momentum. Enemy infantry are clustered directly beside our ore operation, so the tank and rifleman will engage while harvesters are pulled back from danger.", "notes": "Placed third refinery; enemy infantry swarm at x21-26,y17-20 near our refineries. Vehicle/infantry queues remain heavily loaded; protect harvesters until new tanks emerge.", "commands": [{"do": "place", "item": "proc", "x": 25, "y": 13}, {"do": "attack_move", "units": [203, 202], "x": 22, "y": 19}, {"do": "move", "units": [132, 153], "x": 14, "y": 14}, {"do": "stance", "units": [203, 202], "stance": "attack_anything"}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack_move: 2 units", "move: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 500, "deaths_cost": 5600, "units_killed": 2, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 10900, "army_value": 800, "income": 5000, "experience": 5, "order_count": 73}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $10900, army $4700, killed $5600 (40 units, 0 bldgs), lost $900 (4 units, 1 bldgs). Map explored 22%.\nPRODUCTION: Building: fix 66%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e1 1%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x13: #135@(24,19)94% #136@(22,17)10% #137@(22,17)95% #141@(26,18)41% #142@(22,18)91% #147@(23,19)44% #149@(19,17)97% #155@(24,19) #157@(22,17)7% #161@(22,20) #174@(23,18)32% #182@(23,19)65% #210@(94,9)*\n  e3 (Rocket Soldier) x4: #165@(18,17)64% #172@(17,19)7% #194@(32,24) #206@(93,8)*\n  harv (Ore Truck (harvester)) x2: #130@(99,21) #209@(97,18)\nVISIBLE ENEMY UNITS (3):\n  #132 harv@(15,15) 80%, #202 e1@(17,21) 100%, #203 1tnk@(18,18) 85%\nVISIBLE ENEMY BUILDINGS (5):\n  #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 69%, #204 proc@(26,14) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Army near (21-24,17-20), enemy base at (12,16) with proc#152@(23,15). Push attack_move to finish off enemy buildings. Continue training e3/e1, building power plants and fix depot.", "raw": "{\"thoughts\":\"Army is already near enemy base fighting. Push attack_move onto remaining enemy buildings to finish them off, keep reinforcements coming from barracks/factory.\",\"notes\":\"Enemy base at (12-26,14-21), multiple proc/tent/powr targets. Keep pushing army, reinforce with e1/e3, build more power/fix depot.\",\"commands\":[{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":18,\"y\":17},{\"do\":\"train\",\"item\":\"e3\",\"count\":2},{\"do\":\"train\",\"item\":\"e1\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2824, "completion_tokens": 261, "total_tokens": 3085, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008258, "upstream_inference_prompt_cost": 0.005648, "upstream_inference_completions_cost": 0.00261}, "completion_tokens_details": {"reasoning_tokens": 68, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.98, "thoughts": "Army is already near enemy base fighting. Push attack_move onto remaining enemy buildings to finish them off, keep reinforcements coming from barracks/factory.", "notes": "Enemy base at (12-26,14-21), multiple proc/tent/powr targets. Keep pushing army, reinforce with e1/e3, build more power/fix depot.", "commands": [{"do": "attack_move", "units": "all_army", "x": 18, "y": 17}, {"do": "train", "item": "e3", "count": 2}, {"do": "train", "item": "e1", "count": 2}], "feedback": ["attack_move: 17 units", "train 2x e3: queued", "train 2x e1: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 900, "units_killed": 40, "units_lost": 4, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10900, "army_value": 2500, "income": 2500, "experience": 56, "order_count": 74}}
{"tick": 7601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:04 (tick 7601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $13400, army $4100, killed $900 (4 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.5%.\nPRODUCTION: Vehicle: 1tnk 14%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 66%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 69%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(18,18)85%\n  e1 (Rifle Infantry) x1: #202@(17,21)\n  harv (Ore Truck (harvester)) x3: #132@(15,15)80%* #153@(14,14)66%* #205@(28,7)\nVISIBLE ENEMY UNITS (14):\n  #135 e1@(24,19) 94%, #136 e1@(22,17) 10%, #137 e1@(22,17) 95%, #141 e1@(26,18) 41%, #142 e1@(22,18) 91%, #147 e1@(23,19) 44%, #149 e1@(19,17) 97%, #155 e1@(24,19) 100%, #157 e1@(22,17) 7%, #161 e1@(22,20) 100%, #165 e3@(18,17) 64%, #172 e3@(17,19) 7%, #174 e1@(23,18) 32%, #182 e1@(23,19) 65%\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: 2 units\n  - move: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Placed third refinery; enemy infantry swarm at x21-26,y17-20 near our refineries. Vehicle/infantry queues remain heavily loaded; protect harvesters until new tanks emerge.", "raw": "{\"thoughts\":\"Enemy infantry are swarming the refinery area while our vehicle and infantry production is already queued. Send idle harvesters back to ore and focus the light tank and rifleman on the enemy rocket soldier first.\",\"notes\":\"Enemy infantry cluster remains around x17-26,y17-20 in our base area. Three refineries, queued light tanks and infantry; cash is currently empty.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"attack\",\"units\":[203,202],\"target\":165},{\"do\":\"stance\",\"units\":[203,202],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1742, "completion_tokens": 246, "total_tokens": 1988, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1740, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0080366, "upstream_inference_prompt_cost": 0.0047894, "upstream_inference_completions_cost": 0.0032472}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.03, "thoughts": "Enemy infantry are swarming the refinery area while our vehicle and infantry production is already queued. Send idle harvesters back to ore and focus the light tank and rifleman on the enemy rocket soldier first.", "notes": "Enemy infantry cluster remains around x17-26,y17-20 in our base area. Three refineries, queued light tanks and infantry; cash is currently empty.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "attack", "units": [203, 202], "target": 165}, {"do": "stance", "units": [203, 202], "stance": "attack_anything"}], "feedback": ["attack: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 900, "deaths_cost": 5600, "units_killed": 4, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13400, "army_value": 800, "income": 4500, "experience": 9, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $10200, army $4000, killed $5600 (40 units, 0 bldgs), lost $1600 (7 units, 1 bldgs). Map explored 22.1%.\nPRODUCTION: Building: fix 66%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e1 1%; 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (16) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x12: #135@(24,19)94% #136@(22,17)5% #137@(22,17)63% #141@(26,18)41% #142@(22,18)91% #147@(23,19)44% #155@(24,19) #157@(22,17)3% #161@(22,20) #174@(23,18)32% #182@(23,19)65% #210@(85,12)\n  e3 (Rocket Soldier) x2: #194@(24,19) #206@(84,11)\n  harv (Ore Truck (harvester)) x2: #130@(102,24) #209@(103,24)\nVISIBLE ENEMY UNITS (2):\n  #132 harv@(19,15) 72%, #203 1tnk@(19,18) 28%\nVISIBLE ENEMY BUILDINGS (2):\n  #152 proc@(23,15) 51%, #204 proc@(26,14) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 17 units\n  - train 2x e3: queued\n  - train 2x e1: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12-26,14-21), multiple proc/tent/powr targets. Keep pushing army, reinforce with e1/e3, build more power/fix depot.", "raw": "{\"thoughts\":\"Our units are already near enemy base with heavy wounds; focus fire on their refineries to cripple economy while pushing home reinforcements. No cash so let production continue passively.\",\"notes\":\"Enemy base at (12-26,14-21). Attack procs #152,#204 with wounded group. Keep training e1/e3 queue running; reinforce front once healed. Watch harvesters at (102-103,24).\",\"commands\":[{\"do\":\"attack\",\"units\":[135,136,137,141,142,147,155,157,161,174,182,194],\"target\":152},{\"do\":\"attack\",\"units\":[210,206],\"target\":152}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2766, "completion_tokens": 318, "total_tokens": 3084, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008712, "upstream_inference_prompt_cost": 0.005532, "upstream_inference_completions_cost": 0.00318}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.49, "thoughts": "Our units are already near enemy base with heavy wounds; focus fire on their refineries to cripple economy while pushing home reinforcements. No cash so let production continue passively.", "notes": "Enemy base at (12-26,14-21). Attack procs #152,#204 with wounded group. Keep training e1/e3 queue running; reinforce front once healed. Watch harvesters at (102-103,24).", "commands": [{"do": "attack", "units": [135, 136, 137, 141, 142, 147, 155, 157, 161, 174, 182, 194], "target": 152}, {"do": "attack", "units": [210, 206], "target": 152}], "feedback": ["attack: 12 units", "attack: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 1600, "units_killed": 40, "units_lost": 7, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10200, "army_value": 1800, "income": 2000, "experience": 56, "order_count": 78}}
{"tick": 7801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:12 (tick 7801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $296 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $13400, army $4100, killed $1600 (7 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Vehicle: 1tnk 29%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 51%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 95%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(19,18)28%\n  e1 (Rifle Infantry) x1: #202@(17,21)*\n  harv (Ore Truck (harvester)) x3: #132@(19,15)72% #153@(21,5)57% #205@(28,11)\nVISIBLE ENEMY UNITS (12):\n  #135 e1@(24,19) 94%, #136 e1@(22,17) 5%, #137 e1@(22,17) 63%, #141 e1@(26,18) 41%, #142 e1@(22,18) 91%, #147 e1@(23,19) 44%, #155 e1@(24,19) 100%, #157 e1@(22,17) 3%, #161 e1@(22,20) 100%, #174 e1@(23,18) 32%, #182 e1@(23,19) 65%, #194 e3@(24,19) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy infantry cluster remains around x17-26,y17-20 in our base area. Three refineries, queued light tanks and infantry; cash is currently empty.", "raw": "{\"thoughts\":\"Enemy infantry are still inside the refinery area, so the surviving tank and rifleman must focus their rocket soldier immediately while production completes and ore is processed. Keep the harvesters mining and avoid sending the damaged tank away from base defense.\",\"notes\":\"Defend base against enemy infantry cluster at x22-26,y17-20; focus enemy rocket #194 first. Three harvesters active, refinery #152 damaged at 51%. Vehicle and infantry queues are heavily queued but cash is zero.\",\"commands\":[{\"do\":\"attack\",\"units\":[203,202],\"target\":194},{\"do\":\"stance\",\"units\":[203,202],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1685, "completion_tokens": 314, "total_tokens": 1999, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1683, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00877745, "upstream_inference_prompt_cost": 0.00463265, "upstream_inference_completions_cost": 0.0041448}, "completion_tokens_details": {"reasoning_tokens": 146, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.5, "thoughts": "Enemy infantry are still inside the refinery area, so the surviving tank and rifleman must focus their rocket soldier immediately while production completes and ore is processed. Keep the harvesters mining and avoid sending the damaged tank away from base defense.", "notes": "Defend base against enemy infantry cluster at x22-26,y17-20; focus enemy rocket #194 first. Three harvesters active, refinery #152 damaged at 51%. Vehicle and infantry queues are heavily queued but cash is zero.", "commands": [{"do": "attack", "units": [203, 202], "target": 194}, {"do": "stance", "units": [203, 202], "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}], "feedback": ["attack: 2 units", "stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 1600, "deaths_cost": 5600, "units_killed": 7, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13400, "army_value": 800, "income": 5000, "experience": 16, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $9800, army $3600, killed $5600 (40 units, 0 bldgs), lost $2000 (9 units, 1 bldgs). Map explored 22.5%.\nPRODUCTION: Building: fix 66%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e1 1%; 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: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (14) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x11: #135@(24,19)82% #136@(22,17)2% #137@(22,17)63% #141@(26,18)41% #142@(22,18)15% #147@(23,19)44% #155@(24,19)83% #157@(22,17)3% #174@(23,18)25% #182@(23,19)65% #210@(75,14)\n  e3 (Rocket Soldier) x1: #206@(75,14)\n  harv (Ore Truck (harvester)) x2: #130@(106,22) #209@(99,17)\nVISIBLE ENEMY UNITS (2):\n  #202 e1@(19,19) 100%, #203 1tnk@(21,18) 28%\nVISIBLE ENEMY BUILDINGS (2):\n  #152 proc@(23,15) 3%, #204 proc@(26,14) 95%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12-26,14-21). Attack procs #152,#204 with wounded group. Keep training e1/e3 queue running; reinforce front once healed. Watch harvesters at (102-103,24).", "raw": "{\"thoughts\":\"My infantry group is deep in enemy territory near their weak refineries. Push attack to finish off proc #152 (3% hp) and continue harassing. Keep production running and cancel excess queued infantry to save cash for economy buildings.\",\"notes\":\"Enemy base at (12-26,14-21), procs #152(3%hp) and #204(95%hp) targets. Group of 10 wounded e1 at (22-26,17-19) pushing attack. Reinforcements #210,#206 at (75,14) moving to join. Keep building power plants and fix depot. Watch harvesters at (99-106,17-22).\",\"commands\":[{\"do\":\"attack_move\",\"units\":[135,136,137,141,142,147,155,157,174,182],\"x\":23,\"y\":15},{\"do\":\"attack_move\",\"units\":[210,206],\"x\":23,\"y\":15},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2749, "completion_tokens": 355, "total_tokens": 3104, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.009048, "upstream_inference_prompt_cost": 0.005498, "upstream_inference_completions_cost": 0.00355}, "completion_tokens_details": {"reasoning_tokens": 41, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.55, "thoughts": "My infantry group is deep in enemy territory near their weak refineries. Push attack to finish off proc #152 (3% hp) and continue harassing. Keep production running and cancel excess queued infantry to save cash for economy buildings.", "notes": "Enemy base at (12-26,14-21), procs #152(3%hp) and #204(95%hp) targets. Group of 10 wounded e1 at (22-26,17-19) pushing attack. Reinforcements #210,#206 at (75,14) moving to join. Keep building power plants and fix depot. Watch harvesters at (99-106,17-22).", "commands": [{"do": "attack_move", "units": [135, 136, 137, 141, 142, 147, 155, 157, 174, 182], "x": 23, "y": 15}, {"do": "attack_move", "units": [210, 206], "x": 23, "y": 15}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 209}], "feedback": ["attack_move: 10 units", "attack_move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 2000, "units_killed": 40, "units_lost": 9, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9800, "army_value": 1400, "income": 2000, "experience": 56, "order_count": 78}}
{"tick": 8001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:20 (tick 8001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $191 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $13700, army $4400, killed $2000 (9 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.7%.\nPRODUCTION: Vehicle: 1tnk 72%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 100%; 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%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 3%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 95%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(21,18)28%\n  e1 (Rifle Infantry) x1: #202@(19,19)\n  e3 (Rocket Soldier) x1: #211@(18,20)\n  harv (Ore Truck (harvester)) x3: #132@(24,6)72% #153@(22,7)57% #205@(28,14)\nVISIBLE ENEMY UNITS (10):\n  #135 e1@(24,19) 82%, #136 e1@(22,17) 2%, #137 e1@(22,17) 63%, #141 e1@(26,18) 41%, #142 e1@(22,18) 15%, #147 e1@(23,19) 44%, #155 e1@(24,19) 83%, #157 e1@(22,17) 3%, #174 e1@(23,18) 25%, #182 e1@(23,19) 65%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Defend base against enemy infantry cluster at x22-26,y17-20; focus enemy rocket #194 first. Three harvesters active, refinery #152 damaged at 51%. Vehicle and infantry queues are heavily queued but cash is zero.", "raw": "{\"thoughts\":\"Enemy rifle infantry are directly on our refinery line, while our remaining combat force is tiny and the damaged refinery is critical. Focus-fire the closest infantry cluster and keep harvesters mining so queued tanks and infantry can emerge.\",\"notes\":\"Emergency defense at x22-26,y17-20. #152 refinery is at 3% and needs repair immediately once cash arrives. Tank #203 is badly damaged; use it defensively.\",\"commands\":[{\"do\":\"attack\",\"units\":[202,211,203],\"target\":135},{\"do\":\"stance\",\"units\":[202,211,203],\"stance\":\"attack_anything\"},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"rally\",\"building\":180,\"x\":21,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":21,\"y\":18}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1686, "completion_tokens": 433, "total_tokens": 2119, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1684, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.010351, "upstream_inference_prompt_cost": 0.0046354, "upstream_inference_completions_cost": 0.0057156}, "completion_tokens_details": {"reasoning_tokens": 239, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.17, "thoughts": "Enemy rifle infantry are directly on our refinery line, while our remaining combat force is tiny and the damaged refinery is critical. Focus-fire the closest infantry cluster and keep harvesters mining so queued tanks and infantry can emerge.", "notes": "Emergency defense at x22-26,y17-20. #152 refinery is at 3% and needs repair immediately once cash arrives. Tank #203 is badly damaged; use it defensively.", "commands": [{"do": "attack", "units": [202, 211, 203], "target": 135}, {"do": "stance", "units": [202, 211, 203], "stance": "attack_anything"}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "rally", "building": 180, "x": 21, "y": 18}, {"do": "rally", "building": 134, "x": 21, "y": 18}], "feedback": ["attack: 3 units", "stance: 3 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2000, "deaths_cost": 5600, "units_killed": 9, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 13700, "army_value": 1100, "income": 5000, "experience": 20, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $234 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $9100, army $2900, killed $5600 (40 units, 0 bldgs), lost $2800 (17 units, 1 bldgs). Map explored 22.6%.\nPRODUCTION: Building: fix 77%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e1 33%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x4: #141@(26,18)41% #155@(24,19)63% #210@(67,21) #213@(94,9)*\n  e3 (Rocket Soldier) x1: #206@(67,22)\n  harv (Ore Truck (harvester)) x2: #130@(101,15) #209@(100,14)\nVISIBLE ENEMY UNITS (2):\n  #203 1tnk@(21,18) 6%, #211 e3@(20,19) 100%\nVISIBLE ENEMY BUILDINGS (1):\n  #204 proc@(26,14) 91%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 10 units\n  - attack_move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base at (12-26,14-21), procs #152(3%hp) and #204(95%hp) targets. Group of 10 wounded e1 at (22-26,17-19) pushing attack. Reinforcements #210,#206 at (75,14) moving to join. Keep building power plants and fix depot. Watch harvesters at (99-106,17-22).", "raw": "{\"thoughts\":\"Continue pressing the weakened enemy base near (20,18); consolidate wounded units and push new reinforcements. Keep economy running with harvesters and power.\",\"notes\":\"Enemy base at (12-26,14-21), proc #204 91%hp target. Wounded e1s at (24-26,18-19) attacking; e3/e1 reinforcements at (67,21-22) should push west to join. Keep training e3/e1 and building power plants + fix depot.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[141,155],\"x\":26,\"y\":14},{\"do\":\"attack_move\",\"units\":[210,206],\"x\":26,\"y\":14},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":209},{\"do\":\"train\",\"item\":\"e3\",\"count\":3}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2704, "completion_tokens": 341, "total_tokens": 3045, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008818, "upstream_inference_prompt_cost": 0.005408, "upstream_inference_completions_cost": 0.00341}, "completion_tokens_details": {"reasoning_tokens": 77, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.17, "thoughts": "Continue pressing the weakened enemy base near (20,18); consolidate wounded units and push new reinforcements. Keep economy running with harvesters and power.", "notes": "Enemy base at (12-26,14-21), proc #204 91%hp target. Wounded e1s at (24-26,18-19) attacking; e3/e1 reinforcements at (67,21-22) should push west to join. Keep training e3/e1 and building power plants + fix depot.", "commands": [{"do": "attack_move", "units": [141, 155], "x": 26, "y": 14}, {"do": "attack_move", "units": [210, 206], "x": 26, "y": 14}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 209}, {"do": "train", "item": "e3", "count": 3}], "feedback": ["attack_move: 2 units", "attack_move: 2 units", "train 3x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 2800, "units_killed": 40, "units_lost": 17, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9100, "army_value": 700, "income": 2500, "experience": 56, "order_count": 78}}
{"tick": 8201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:28 (tick 8201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $262 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $14000, army $4700, killed $2800 (17 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 22.9%.\nPRODUCTION: Vehicle: 1tnk 89%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 38%; Infantry: e3 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 91%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x1: #203@(21,18)6%\n  e1 (Rifle Infantry) x1: #202@(19,19)*\n  e3 (Rocket Soldier) x2: #211@(20,19) #212@(20,21)\n  harv (Ore Truck (harvester)) x3: #132@(22,13)72% #153@(19,15)57% #205@(30,6)\nVISIBLE ENEMY UNITS (2):\n  #141 e1@(26,18) 41%, #155 e1@(24,19) 63%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 3 units\n  - stance: 3 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Emergency defense at x22-26,y17-20. #152 refinery is at 3% and needs repair immediately once cash arrives. Tank #203 is badly damaged; use it defensively.", "raw": "{\"thoughts\":\"Our production queues are saturated but cash is constrained; the critically damaged refinery must be repaired as soon as ore unloads. The small local force will eliminate the exposed enemy infantry while the damaged tank stays back.\",\"notes\":\"Repair refinery #152 urgently; retain #203 defensively. Queued 4 light tanks and infantry. Enemy infantry currently near x24-26,y18-19; enemy base still presumed northeast.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"attack\",\"units\":[202,211,212],\"target\":141},{\"do\":\"stance\",\"units\":[202,211,212],\"stance\":\"attack_anything\"},{\"do\":\"move\",\"units\":[203],\"x\":17,\"y\":18},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"rally\",\"building\":180,\"x\":20,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":20,\"y\":19}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1598, "completion_tokens": 320, "total_tokens": 1918, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1596, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0086174, "upstream_inference_prompt_cost": 0.0043934, "upstream_inference_completions_cost": 0.004224}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.85, "thoughts": "Our production queues are saturated but cash is constrained; the critically damaged refinery must be repaired as soon as ore unloads. The small local force will eliminate the exposed enemy infantry while the damaged tank stays back.", "notes": "Repair refinery #152 urgently; retain #203 defensively. Queued 4 light tanks and infantry. Enemy infantry currently near x24-26,y18-19; enemy base still presumed northeast.", "commands": [{"do": "repair", "building": 152}, {"do": "attack", "units": [202, 211, 212], "target": 141}, {"do": "stance", "units": [202, 211, 212], "stance": "attack_anything"}, {"do": "move", "units": [203], "x": 17, "y": 18}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "harvest", "unit": 205}, {"do": "rally", "building": 180, "x": 20, "y": 18}, {"do": "rally", "building": 134, "x": 20, "y": 19}], "feedback": ["repair #152: ordered", "attack: 3 units", "stance: 3 units", "move: 1 units", "stance: 1 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 2800, "deaths_cost": 5600, "units_killed": 17, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 14000, "army_value": 1400, "income": 4775, "experience": 28, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $225 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $9000, army $2800, killed $5600 (40 units, 0 bldgs), lost $3000 (19 units, 1 bldgs). Map explored 22.7%.\nPRODUCTION: Building: fix 99%; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #210@(59,27) #213@(93,9)* #214@(94,9)*\n  e3 (Rocket Soldier) x1: #206@(59,28)\n  harv (Ore Truck (harvester)) x2: #130@(100,14) #209@(106,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - train 3x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base at (12-26,14-21), proc #204 91%hp target. Wounded e1s at (24-26,18-19) attacking; e3/e1 reinforcements at (67,21-22) should push west to join. Keep training e3/e1 and building power plants + fix depot.", "raw": "{\"thoughts\":\"Economy fine, keep training infantry and pushing toward enemy base. Move idle units west to join the front and continue production.\",\"notes\":\"Enemy base west around (12-26,14-21). Push units west in groups. Keep training e1/e3, add tanks from weap once cash allows, build more power plants.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[213,214],\"x\":60,\"y\":25},{\"do\":\"attack_move\",\"units\":[210,206],\"x\":30,\"y\":20},{\"do\":\"train\",\"item\":\"e3\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2659, "completion_tokens": 221, "total_tokens": 2880, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007528, "upstream_inference_prompt_cost": 0.005318, "upstream_inference_completions_cost": 0.00221}, "completion_tokens_details": {"reasoning_tokens": 37, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.78, "thoughts": "Economy fine, keep training infantry and pushing toward enemy base. Move idle units west to join the front and continue production.", "notes": "Enemy base west around (12-26,14-21). Push units west in groups. Keep training e1/e3, add tanks from weap once cash allows, build more power plants.", "commands": [{"do": "attack_move", "units": [213, 214], "x": 60, "y": 25}, {"do": "attack_move", "units": [210, 206], "x": 30, "y": 20}, {"do": "train", "item": "e3", "count": 2}], "feedback": ["attack_move: 2 units", "attack_move: 2 units", "train 2x e3: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3000, "units_killed": 40, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9000, "army_value": 600, "income": 2500, "experience": 56, "order_count": 81}}
{"tick": 8401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:36 (tick 8401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $310 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $15000, army $5700, killed $3000 (19 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Vehicle: 1tnk 35%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e3 47%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (9) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #203@(17,18)4%* #215@(20,18)*\n  e1 (Rifle Infantry) x1: #202@(22,19)*\n  e3 (Rocket Soldier) x3: #211@(22,19)* #212@(22,20)* #216@(18,20)\n  harv (Ore Truck (harvester)) x3: #132@(19,15)72% #153@(21,10)57% #205@(28,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - attack: 3 units\n  - stance: 3 units\n  - move: 1 units\n  - stance: 1 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Repair refinery #152 urgently; retain #203 defensively. Queued 4 light tanks and infantry. Enemy infantry currently near x24-26,y18-19; enemy base still presumed northeast.", "raw": "{\"thoughts\":\"Production queues are already saturated, while the damaged refinery is being repaired. Keep the crippled tank home and send the healthier mixed force northeast to scout toward the suspected Soviet base.\",\"notes\":\"#203 remains base defense due 4% HP. Attack group #215,#202,#211,#212,#216 pushing northeast; enemy base likely around (95,11). Refinery #152 repairing; 3 harvesters active.\",\"commands\":[{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"stance\",\"units\":[215,202,211,212,216],\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[215,202,211,212,216],\"x\":60,\"y\":14},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"move\",\"units\":[203],\"x\":16,\"y\":18},{\"do\":\"repair\",\"building\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1598, "completion_tokens": 449, "total_tokens": 2047, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1596, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0103202, "upstream_inference_prompt_cost": 0.0043934, "upstream_inference_completions_cost": 0.0059268}, "completion_tokens_details": {"reasoning_tokens": 240, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.44, "thoughts": "Production queues are already saturated, while the damaged refinery is being repaired. Keep the crippled tank home and send the healthier mixed force northeast to scout toward the suspected Soviet base.", "notes": "#203 remains base defense due 4% HP. Attack group #215,#202,#211,#212,#216 pushing northeast; enemy base likely around (95,11). Refinery #152 repairing; 3 harvesters active.", "commands": [{"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "stance", "units": [215, 202, 211, 212, 216], "stance": "attack_anything"}, {"do": "attack_move", "units": [215, 202, 211, 212, 216], "x": 60, "y": 14}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "move", "units": [203], "x": 16, "y": 18}, {"do": "repair", "building": 152}], "feedback": ["stance: 5 units", "attack_move: 5 units", "stance: 1 units", "move: 1 units", "repair #152: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5600, "units_killed": 19, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15000, "army_value": 2400, "income": 5500, "experience": 30, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 80 used, harvesters 2.\nSCORE: assets $9300, army $3100, killed $5600 (40 units, 0 bldgs), lost $3000 (19 units, 1 bldgs). Map explored 22.9%.\nPRODUCTION: Building: fix READY TO PLACE; Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: harv Ore Truck (harvester) $1100, apc APC $850, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #210@(49,28) #213@(83,10) #214@(84,10)\n  e3 (Rocket Soldier) x2: #206@(49,28) #217@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(107,22) #209@(104,22)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 2 units\n  - attack_move: 2 units\n  - train 2x e3: queued\nYOUR NOTES FROM LAST TURN: Enemy base west around (12-26,14-21). Push units west in groups. Keep training e1/e3, add tanks from weap once cash allows, build more power plants.", "raw": "{\"thoughts\":\"Cash is at zero with a massive backlog queued; nothing will produce until ore income builds up. Place the ready service depot, keep harvesters mining, and regroup scattered infantry rather than issuing costly new orders.\",\"notes\":\"Enemy base west near (12-20,14-21). Cash-starved; let ore income recover before pushing production further. Two harvesters mining at (104-107,22). Infantry scattered - regroup near base before pushing west. Consider cancelling excess e3 queue if stuck.\",\"commands\":[{\"do\":\"place\",\"item\":\"fix\"},{\"do\":\"move\",\"units\":[210,206],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[213,214],\"x\":95,\"y\":11}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2642, "completion_tokens": 341, "total_tokens": 2983, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008694, "upstream_inference_prompt_cost": 0.005284, "upstream_inference_completions_cost": 0.00341}, "completion_tokens_details": {"reasoning_tokens": 96, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.65, "thoughts": "Cash is at zero with a massive backlog queued; nothing will produce until ore income builds up. Place the ready service depot, keep harvesters mining, and regroup scattered infantry rather than issuing costly new orders.", "notes": "Enemy base west near (12-20,14-21). Cash-starved; let ore income recover before pushing production further. Two harvesters mining at (104-107,22). Infantry scattered - regroup near base before pushing west. Consider cancelling excess e3 queue if stuck.", "commands": [{"do": "place", "item": "fix"}, {"do": "move", "units": [210, 206], "x": 95, "y": 11}, {"do": "move", "units": [213, 214], "x": 95, "y": 11}], "feedback": ["place fix: ordered (auto-relocated near base if the spot was invalid)", "move: 2 units", "move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3000, "units_killed": 40, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 9300, "army_value": 900, "income": 2500, "experience": 56, "order_count": 83}}
{"tick": 8601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:44 (tick 8601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $179 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $15400, army $6100, killed $3000 (19 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 23%.\nPRODUCTION: Vehicle: 1tnk 81%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 55%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (11) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #203@(16,18)4%* #215@(38,21)\n  e1 (Rifle Infantry) x2: #202@(35,24) #219@(16,22)\n  e3 (Rocket Soldier) x4: #211@(31,23) #212@(31,23) #216@(26,25) #218@(18,20)\n  harv (Ore Truck (harvester)) x3: #132@(25,6)72% #153@(25,7)57% #205@(27,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 5 units\n  - attack_move: 5 units\n  - stance: 1 units\n  - move: 1 units\n  - repair #152: ordered\nYOUR NOTES FROM LAST TURN: #203 remains base defense due 4% HP. Attack group #215,#202,#211,#212,#216 pushing northeast; enemy base likely around (95,11). Refinery #152 repairing; 3 harvesters active.", "raw": "{\"thoughts\":\"Our economy is fully committed with three harvesters and multiple light tanks/infantry already queued. Continue pushing the available force toward the likely enemy base while keeping the critically damaged tank at home and routing new production forward.\",\"notes\":\"Attack force #215,#202,#211,#212,#216,#218,#219 advancing toward enemy start (95,11); #203 stays home due 4% HP. Refinery #152 is repairing. Three vehicle and many infantry units queued; set forward rallies.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[215,202,211,212,216,218,219],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[203],\"x\":14,\"y\":18},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":180,\"x\":55,\"y\":18},{\"do\":\"rally\",\"building\":134,\"x\":55,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1588, "completion_tokens": 342, "total_tokens": 1930, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1586, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0088803, "upstream_inference_prompt_cost": 0.0043659, "upstream_inference_completions_cost": 0.0045144}, "completion_tokens_details": {"reasoning_tokens": 110, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.75, "thoughts": "Our economy is fully committed with three harvesters and multiple light tanks/infantry already queued. Continue pushing the available force toward the likely enemy base while keeping the critically damaged tank at home and routing new production forward.", "notes": "Attack force #215,#202,#211,#212,#216,#218,#219 advancing toward enemy start (95,11); #203 stays home due 4% HP. Refinery #152 is repairing. Three vehicle and many infantry units queued; set forward rallies.", "commands": [{"do": "attack_move", "units": [215, 202, 211, 212, 216, 218, 219], "x": 95, "y": 11}, {"do": "move", "units": [203], "x": 14, "y": 18}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "rally", "building": 180, "x": 55, "y": 18}, {"do": "rally", "building": 134, "x": 55, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}], "feedback": ["attack_move: 7 units", "move: 1 units", "stance: 1 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5600, "units_killed": 19, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15400, "army_value": 2800, "income": 5500, "experience": 30, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 82 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10500, army $3100, killed $5600 (40 units, 0 bldgs), lost $3000 (19 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: powr 0%; Building: powr 0%; Building: powr 0%; Infantry: e3 33%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%, #220 fix@(97,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #210@(59,28) #213@(91,10) #214@(94,9)\n  e3 (Rocket Soldier) x2: #206@(55,28)49% #217@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(101,18) #209@(99,13)\nVISIBLE ENEMY UNITS (0):\n  none\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  - move: 2 units\n  - move: 2 units\nYOUR NOTES FROM LAST TURN: Enemy base west near (12-20,14-21). Cash-starved; let ore income recover before pushing production further. Two harvesters mining at (104-107,22). Infantry scattered - regroup near base before pushing west. Consider cancelling excess e3 queue if stuck.", "raw": "{\"thoughts\":\"Cash is $0 with massive infantry backlog and low power. Let existing power plants finish building to fix power issue; can't afford new production now. Regroup idle units near base for defense.\",\"notes\":\"Cash-starved, three powr under construction\u2014let them finish before adding more queue. Enemy west near (12,16). Two harvesters mining. Once power fixed, resume e3 production and push tanks. Consolidate scattered infantry back to base at (95,11).\",\"commands\":[{\"do\":\"move\",\"units\":[210,206],\"x\":90,\"y\":15}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2754, "completion_tokens": 313, "total_tokens": 3067, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008638, "upstream_inference_prompt_cost": 0.005508, "upstream_inference_completions_cost": 0.00313}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.21, "thoughts": "Cash is $0 with massive infantry backlog and low power. Let existing power plants finish building to fix power issue; can't afford new production now. Regroup idle units near base for defense.", "notes": "Cash-starved, three powr under construction\u2014let them finish before adding more queue. Enemy west near (12,16). Two harvesters mining. Once power fixed, resume e3 production and push tanks. Consolidate scattered infantry back to base at (95,11).", "commands": [{"do": "move", "units": [210, 206], "x": 90, "y": 15}], "feedback": ["move: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3000, "units_killed": 40, "units_lost": 19, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10500, "army_value": 900, "income": 2500, "experience": 56, "order_count": 84}}
{"tick": 8801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 5:52 (tick 8801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $15500, army $6200, killed $3000 (19 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 1tnk 94%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 43%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (12) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x2: #203@(14,18)4%* #215@(52,27)\n  e1 (Rifle Infantry) x3: #202@(49,26) #219@(24,24) #221@(21,22)\n  e3 (Rocket Soldier) x4: #211@(41,24) #212@(42,24) #216@(36,24) #218@(27,25)\n  harv (Ore Truck (harvester)) x3: #132@(25,8)72% #153@(28,12)57% #205@(26,6)\nVISIBLE ENEMY UNITS (1):\n  #206 e3@(55,28) 49%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 7 units\n  - move: 1 units\n  - stance: 1 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Attack force #215,#202,#211,#212,#216,#218,#219 advancing toward enemy start (95,11); #203 stays home due 4% HP. Refinery #152 is repairing. Three vehicle and many infantry units queued; set forward rallies.", "raw": "{\"thoughts\":\"Our forward force is nearing the enemy approach and should eliminate the visible rocket soldier while continuing toward the likely base. The critically damaged refinery must be repaired; production queues are already fully committed and harvesters should keep mining.\",\"notes\":\"Forward force #215,#202,#211,#212,#216,#218,#219 advancing east/northeast; enemy rocket #206 at 55,28. Keep #203 home due critical HP. Repair refinery #152; vehicle and infantry queues remain full.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"attack\",\"units\":[215,202,211,212,216,218,219],\"target\":206},{\"do\":\"attack_move\",\"units\":[215,202,211,212,216,218,219],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1607, "completion_tokens": 310, "total_tokens": 1917, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1605, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00851015, "upstream_inference_prompt_cost": 0.00441815, "upstream_inference_completions_cost": 0.004092}, "completion_tokens_details": {"reasoning_tokens": 98, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.56, "thoughts": "Our forward force is nearing the enemy approach and should eliminate the visible rocket soldier while continuing toward the likely base. The critically damaged refinery must be repaired; production queues are already fully committed and harvesters should keep mining.", "notes": "Forward force #215,#202,#211,#212,#216,#218,#219 advancing east/northeast; enemy rocket #206 at 55,28. Keep #203 home due critical HP. Repair refinery #152; vehicle and infantry queues remain full.", "commands": [{"do": "repair", "building": 152}, {"do": "attack", "units": [215, 202, 211, 212, 216, 218, 219], "target": 206}, {"do": "attack_move", "units": [215, 202, 211, 212, 216, 218, 219], "x": 95, "y": 11}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "stance", "units": [203], "stance": "defend"}], "feedback": ["repair #152: ordered", "attack: 7 units", "attack_move: 7 units", "stance: 1 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3000, "deaths_cost": 5600, "units_killed": 19, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 15500, "army_value": 2900, "income": 5000, "experience": 30, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $826 (storage 2000), power 82 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10200, army $2800, killed $5600 (40 units, 0 bldgs), lost $3300 (20 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: powr 29%; Building: powr 0%; Building: powr 0%; Infantry: e3 62%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%, #220 fix@(97,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x3: #210@(67,22) #213@(95,9)* #214@(95,9)*\n  e3 (Rocket Soldier) x1: #217@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #209@(102,19)\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: Cash-starved, three powr under construction\u2014let them finish before adding more queue. Enemy west near (12,16). Two harvesters mining. Once power fixed, resume e3 production and push tanks. Consolidate scattered infantry back to base at (95,11).", "raw": "{\"thoughts\":\"Power still low, three powr plants building. Keep infantry queue going, gather idle units at base, continue.\",\"notes\":\"Power plants finishing soon. Enemy west at (12,16). Once power fixed, build proc/weap upgrades and push tanks westward with grouped army.\",\"commands\":[{\"do\":\"stop\",\"units\":[213,214,217]},{\"do\":\"move\",\"units\":[210],\"x\":95,\"y\":11},{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2703, "completion_tokens": 244, "total_tokens": 2947, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007846, "upstream_inference_prompt_cost": 0.005406, "upstream_inference_completions_cost": 0.00244}, "completion_tokens_details": {"reasoning_tokens": 70, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.08, "thoughts": "Power still low, three powr plants building. Keep infantry queue going, gather idle units at base, continue.", "notes": "Power plants finishing soon. Enemy west at (12,16). Once power fixed, build proc/weap upgrades and push tanks westward with grouped army.", "commands": [{"do": "stop", "units": [213, 214, 217]}, {"do": "move", "units": [210], "x": 95, "y": 11}, {"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 209}], "feedback": ["stop: 3 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3300, "units_killed": 40, "units_lost": 20, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10200, "army_value": 600, "income": 3500, "experience": 56, "order_count": 84}}
{"tick": 9001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:00 (tick 9001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $213 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $16400, army $7100, killed $3300 (20 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 23.7%.\nPRODUCTION: Vehicle: 1tnk 18%; Vehicle: 1tnk 0%; Infantry: e1 11%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (15) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #203@(14,18)4%* #215@(64,25) #222@(15,19)\n  e1 (Rifle Infantry) x5: #202@(60,28) #219@(33,24) #221@(30,26) #223@(17,21) #224@(15,22)\n  e3 (Rocket Soldier) x4: #211@(51,27) #212@(51,27) #216@(47,24) #218@(36,24)\n  harv (Ore Truck (harvester)) x3: #132@(26,15)72% #153@(29,14)57% #205@(28,12)\nVISIBLE ENEMY UNITS (1):\n  #210 e1@(67,22) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - attack: 7 units\n  - attack_move: 7 units\n  - stance: 1 units\nYOUR NOTES FROM LAST TURN: Forward force #215,#202,#211,#212,#216,#218,#219 advancing east/northeast; enemy rocket #206 at 55,28. Keep #203 home due critical HP. Repair refinery #152; vehicle and infantry queues remain full.", "raw": "{\"thoughts\":\"Our forward force is probing toward the enemy\u2019s likely northeast base while three refineries sustain income. Keep the damaged refinery repaired, preserve the nearly destroyed home tank, and concentrate combat units eastward until enemy structures are revealed.\",\"notes\":\"Enemy likely northeast around 95,11. Forward army is spread around x36-64; #203 remains home at 4% HP. Refinery #152 is critically damaged and under repair; queues already contain tanks and infantry.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"move\",\"units\":[203],\"x\":12,\"y\":16},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"attack_move\",\"units\":[215,202,211,212,216,218,219,221,222,223,224],\"x\":88,\"y\":15},{\"do\":\"rally\",\"building\":180,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1595, "completion_tokens": 342, "total_tokens": 1937, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1593, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00889955, "upstream_inference_prompt_cost": 0.00438515, "upstream_inference_completions_cost": 0.0045144}, "completion_tokens_details": {"reasoning_tokens": 127, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.12, "thoughts": "Our forward force is probing toward the enemy\u2019s likely northeast base while three refineries sustain income. Keep the damaged refinery repaired, preserve the nearly destroyed home tank, and concentrate combat units eastward until enemy structures are revealed.", "notes": "Enemy likely northeast around 95,11. Forward army is spread around x36-64; #203 remains home at 4% HP. Refinery #152 is critically damaged and under repair; queues already contain tanks and infantry.", "commands": [{"do": "repair", "building": 152}, {"do": "move", "units": [203], "x": 12, "y": 16}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "attack_move", "units": [215, 202, 211, 212, 216, 218, 219, 221, 222, 223, 224], "x": 88, "y": 15}, {"do": "rally", "building": 180, "x": 70, "y": 20}, {"do": "rally", "building": 134, "x": 70, "y": 20}], "feedback": ["repair #152: ordered", "move: 1 units", "stance: 1 units", "attack_move: 11 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3300, "deaths_cost": 5600, "units_killed": 20, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16400, "army_value": 3800, "income": 5525, "experience": 33, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $601 (storage 2000), power 82 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10100, army $2700, killed $5600 (40 units, 0 bldgs), lost $3400 (21 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: powr 66%; Building: powr 0%; Building: powr 0%; Infantry: e3 100%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%, #220 fix@(97,9) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(95,9)* #214@(95,9)*\n  e3 (Rocket Soldier) x1: #217@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(102,24) #209@(106,23)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stop: 3 units\n  - move: 1 units\nYOUR NOTES FROM LAST TURN: Power plants finishing soon. Enemy west at (12,16). Once power fixed, build proc/weap upgrades and push tanks westward with grouped army.", "raw": "{\"thoughts\":\"Power still low with huge infantry backlog stalling everything. Focus economy: let power finish, then build tanks. Group idle infantry to defend base while economy stabilizes.\",\"notes\":\"Enemy west at (12,16). Power plants building, huge infantry queue backlog - avoid queuing more infantry until power fixed. Once power >used, build proc#2 and start tank production from weap. Push army west once 8+ units ready.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2672, "completion_tokens": 289, "total_tokens": 2961, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008234, "upstream_inference_prompt_cost": 0.005344, "upstream_inference_completions_cost": 0.00289}, "completion_tokens_details": {"reasoning_tokens": 109, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.16, "thoughts": "Power still low with huge infantry backlog stalling everything. Focus economy: let power finish, then build tanks. Group idle infantry to defend base while economy stabilizes.", "notes": "Enemy west at (12,16). Power plants building, huge infantry queue backlog - avoid queuing more infantry until power fixed. Once power >used, build proc#2 and start tank production from weap. Push army west once 8+ units ready.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3400, "units_killed": 40, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10100, "army_value": 500, "income": 3000, "experience": 56, "order_count": 84}}
{"tick": 9201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:08 (tick 9201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $540 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $16700, army $7400, killed $3400 (21 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 24.3%.\nPRODUCTION: Vehicle: 1tnk 65%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (18) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #203@(12,14)4%* #215@(70,20) #222@(35,20)\n  e1 (Rifle Infantry) x8: #202@(70,21) #219@(44,24) #221@(39,24) #223@(25,25) #224@(23,24) #225@(20,19) #226@(18,20) #227@(15,22)\n  e3 (Rocket Soldier) x4: #211@(60,27) #212@(61,27) #216@(56,28) #218@(47,24)\n  harv (Ore Truck (harvester)) x3: #132@(24,7)72% #153@(28,5)57% #205@(26,15)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - move: 1 units\n  - stance: 1 units\n  - attack_move: 11 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy likely northeast around 95,11. Forward army is spread around x36-64; #203 remains home at 4% HP. Refinery #152 is critically damaged and under repair; queues already contain tanks and infantry.", "raw": "{\"thoughts\":\"Our forward force is advancing northeast toward the likely Soviet base, while the damaged refinery remains the immediate economic risk. Keep the tank queues running, consolidate the scattered attack group, and get the crippled home tank safely back behind the base.\",\"notes\":\"Enemy still unseen; likely base around 95,11. Forward force IDs 215,222,202,211,212,216,218 plus infantry is pushing northeast. Refinery #152 is critical and must continue repairs; #203 retreats home.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"attack_move\",\"units\":[215,222,202,211,212,216,218,219,221,223,224,225,226,227],\"x\":92,\"y\":12},{\"do\":\"move\",\"units\":[203],\"x\":13,\"y\":18},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"rally\",\"building\":180,\"x\":70,\"y\":20},{\"do\":\"rally\",\"building\":134,\"x\":70,\"y\":20}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1596, "completion_tokens": 317, "total_tokens": 1913, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1594, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0085723, "upstream_inference_prompt_cost": 0.0043879, "upstream_inference_completions_cost": 0.0041844}, "completion_tokens_details": {"reasoning_tokens": 89, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.94, "thoughts": "Our forward force is advancing northeast toward the likely Soviet base, while the damaged refinery remains the immediate economic risk. Keep the tank queues running, consolidate the scattered attack group, and get the crippled home tank safely back behind the base.", "notes": "Enemy still unseen; likely base around 95,11. Forward force IDs 215,222,202,211,212,216,218 plus infantry is pushing northeast. Refinery #152 is critical and must continue repairs; #203 retreats home.", "commands": [{"do": "repair", "building": 152}, {"do": "attack_move", "units": [215, 222, 202, 211, 212, 216, 218, 219, 221, 223, 224, 225, 226, 227], "x": 92, "y": 12}, {"do": "move", "units": [203], "x": 13, "y": 18}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "rally", "building": 180, "x": 70, "y": 20}, {"do": "rally", "building": 134, "x": 70, "y": 20}], "feedback": ["repair #152: ordered", "attack_move: 14 units", "move: 1 units", "stance: 1 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 5600, "units_killed": 21, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 16700, "army_value": 4100, "income": 6000, "experience": 34, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $390 (storage 2000), power 82 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10400, army $3000, killed $5600 (40 units, 0 bldgs), lost $3400 (21 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Building: powr 0%; Infantry: e3 37%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 82%, #220 fix@(97,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(94,9)* #214@(96,8)*\n  e3 (Rocket Soldier) x2: #217@(94,9)* #228@(95,9)*\n  harv (Ore Truck (harvester)) x2: #130@(103,24) #209@(101,17)\nVISIBLE ENEMY UNITS (1):\n  #215 1tnk@(89,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 3 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Power plants building, huge infantry queue backlog - avoid queuing more infantry until power fixed. Once power >used, build proc#2 and start tank production from weap. Push army west once 8+ units ready.", "raw": "{\"thoughts\":\"Place ready power plant to fix power deficit. Keep infantry queue as-is (huge backlog, don't add more). Defend against enemy tank scout with idle infantry near base.\",\"notes\":\"Enemy west at (12,16). Placed powr to fix power. Once power stable, build proc#2 and tanks from weap. Stop adding infantry until backlog clears. Push army west once 8+ units ready.\",\"commands\":[{\"do\":\"place\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2708, "completion_tokens": 187, "total_tokens": 2895, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007286, "upstream_inference_prompt_cost": 0.005416, "upstream_inference_completions_cost": 0.00187}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.33, "thoughts": "Place ready power plant to fix power deficit. Keep infantry queue as-is (huge backlog, don't add more). Defend against enemy tank scout with idle infantry near base.", "notes": "Enemy west at (12,16). Placed powr to fix power. Once power stable, build proc#2 and tanks from weap. Stop adding infantry until backlog clears. Push army west once 8+ units ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "stance: 4 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3400, "units_killed": 40, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 10400, "army_value": 800, "income": 3000, "experience": 56, "order_count": 84}}
{"tick": 9401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:16 (tick 9401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $208 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17400, army $8100, killed $3400 (21 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 24.6%.\nPRODUCTION: Vehicle: 1tnk 13%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(13,18)4%* #215@(89,12) #222@(52,27) #229@(13,19)\n  e1 (Rifle Infantry) x8: #202@(79,12) #219@(53,27) #221@(49,26) #223@(35,24) #224@(33,24) #225@(29,24) #226@(26,25) #227@(24,24)\n  e3 (Rocket Soldier) x4: #211@(68,20) #212@(69,20) #216@(65,24) #218@(56,28)\n  harv (Ore Truck (harvester)) x3: #132@(26,6)72% #153@(28,10)57% #205@(27,7)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #185 powr@(93,12) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - attack_move: 14 units\n  - move: 1 units\n  - stance: 1 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy still unseen; likely base around 95,11. Forward force IDs 215,222,202,211,212,216,218 plus infantry is pushing northeast. Refinery #152 is critical and must continue repairs; #203 retreats home.", "raw": "{\"thoughts\":\"Our forward force has reached the enemy start and exposed a power plant; concentrate on it while the trailing army continues into the base. Keep the critically damaged tank safely at home and maintain refinery repairs.\",\"notes\":\"Enemy base confirmed around 93-95,12. Attack #185 and push all combat units through enemy start; #152 refinery remains under repair, #203 is retreating.\",\"commands\":[{\"do\":\"attack\",\"units\":[215],\"target\":185},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":96,\"y\":11},{\"do\":\"move\",\"units\":[203],\"x\":13,\"y\":18},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"repair\",\"building\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1608, "completion_tokens": 245, "total_tokens": 1853, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1606, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0076549, "upstream_inference_prompt_cost": 0.0044209, "upstream_inference_completions_cost": 0.003234}, "completion_tokens_details": {"reasoning_tokens": 86, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.46, "thoughts": "Our forward force has reached the enemy start and exposed a power plant; concentrate on it while the trailing army continues into the base. Keep the critically damaged tank safely at home and maintain refinery repairs.", "notes": "Enemy base confirmed around 93-95,12. Attack #185 and push all combat units through enemy start; #152 refinery remains under repair, #203 is retreating.", "commands": [{"do": "attack", "units": [215], "target": 185}, {"do": "attack_move", "units": "all_army", "x": 96, "y": 11}, {"do": "move", "units": [203], "x": 13, "y": 18}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "repair", "building": 152}], "feedback": ["attack: 1 units", "attack_move: 16 units", "move: 1 units", "stance: 1 units", "repair #152: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 5600, "units_killed": 21, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17400, "army_value": 4800, "income": 5500, "experience": 34, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $270 (storage 2000), power 145 made / 110 used, harvesters 2.\nSCORE: assets $11000, army $3300, killed $5600 (40 units, 0 bldgs), lost $3400 (21 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: powr READY TO PLACE; Building: powr 0%; Infantry: e3 43%; Infantry: e3 0%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 45%, #220 fix@(97,9) 100%, #230 powr@(93,9) 100%\nYOUR UNITS (7) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(93,10) #214@(96,8)*\n  e3 (Rocket Soldier) x3: #217@(93,10) #228@(95,9)* #231@(94,9)*\n  harv (Ore Truck (harvester)) x2: #130@(99,13) #209@(98,13)\nVISIBLE ENEMY UNITS (2):\n  #202 e1@(88,12) 100%, #215 1tnk@(89,12) 76%\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  - stance: 4 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Placed powr to fix power. Once power stable, build proc#2 and tanks from weap. Stop adding infantry until backlog clears. Push army west once 8+ units ready.", "raw": "{\"thoughts\":\"Place ready power plant, keep economy growing with second refinery, and start tank production from war factory since infantry backlog is huge already.\",\"notes\":\"Enemy west at (12,16). Infantry backlog huge, stop adding more infantry. Focus proc#2 and tanks from weap. Push combined army west once 8+ units ready.\",\"commands\":[\n{\"do\":\"place\",\"item\":\"powr\"},\n{\"do\":\"build\",\"item\":\"proc\"},\n{\"do\":\"train\",\"item\":\"3tnk\",\"count\":3}\n]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2729, "completion_tokens": 264, "total_tokens": 2993, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008098, "upstream_inference_prompt_cost": 0.005458, "upstream_inference_completions_cost": 0.00264}, "completion_tokens_details": {"reasoning_tokens": 90, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.27, "thoughts": "Place ready power plant, keep economy growing with second refinery, and start tank production from war factory since infantry backlog is huge already.", "notes": "Enemy west at (12,16). Infantry backlog huge, stop adding more infantry. Focus proc#2 and tanks from weap. Push combined army west once 8+ units ready.", "commands": [{"do": "place", "item": "powr"}, {"do": "build", "item": "proc"}, {"do": "train", "item": "3tnk", "count": 3}], "feedback": ["place powr: ordered (auto-relocated near base if the spot was invalid)", "build proc: started", "train 3x 3tnk: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 5600, "deaths_cost": 3400, "units_killed": 40, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11000, "army_value": 1100, "income": 3500, "experience": 56, "order_count": 85}}
{"tick": 9601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:24 (tick 9601 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $383 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17400, army $8100, killed $3400 (21 units, 1 bldgs), lost $5600 (40 units, 0 bldgs). Map explored 24.7%.\nPRODUCTION: Vehicle: 1tnk 59%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(13,18)4%* #215@(89,12)76% #222@(65,25) #229@(36,20)\n  e1 (Rifle Infantry) x8: #202@(88,12) #219@(62,27) #221@(59,28) #223@(46,24) #224@(44,24) #225@(39,24) #226@(36,24) #227@(34,24)\n  e3 (Rocket Soldier) x4: #211@(76,13) #212@(76,13) #216@(72,17) #218@(65,24)\n  harv (Ore Truck (harvester)) x3: #132@(27,15)72% #153@(27,16)57% #205@(24,4)\nVISIBLE ENEMY UNITS (2):\n  #213 e1@(93,10) 100%, #217 e3@(93,10) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #185 powr@(93,12) 45%, #230 powr@(93,9) 100%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 1 units\n  - attack_move: 16 units\n  - move: 1 units\n  - stance: 1 units\n  - repair #152: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 93-95,12. Attack #185 and push all combat units through enemy start; #152 refinery remains under repair, #203 is retreating.", "raw": "{\"thoughts\":\"Our forward force is at the enemy start and can remove their remaining visible power while reinforcements converge. Keep the damaged refinery repaired and the nearly finished tank production flowing into the assault.\",\"notes\":\"Enemy base at 93,10-12; visible power plants #185 damaged and #230. Push all combat units there; refinery #152 is critically damaged but under repair.\",\"commands\":[{\"do\":\"attack\",\"units\":[202,215],\"target\":185},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":94,\"y\":11},{\"do\":\"move\",\"units\":[203],\"x\":14,\"y\":18},{\"do\":\"stance\",\"units\":[203],\"stance\":\"defend\"},{\"do\":\"repair\",\"building\":152},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"rally\",\"building\":180,\"x\":85,\"y\":13}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1621, "completion_tokens": 282, "total_tokens": 1903, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1619, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00817905, "upstream_inference_prompt_cost": 0.00445665, "upstream_inference_completions_cost": 0.0037224}, "completion_tokens_details": {"reasoning_tokens": 97, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Our forward force is at the enemy start and can remove their remaining visible power while reinforcements converge. Keep the damaged refinery repaired and the nearly finished tank production flowing into the assault.", "notes": "Enemy base at 93,10-12; visible power plants #185 damaged and #230. Push all combat units there; refinery #152 is critically damaged but under repair.", "commands": [{"do": "attack", "units": [202, 215], "target": 185}, {"do": "attack_move", "units": "all_army", "x": 94, "y": 11}, {"do": "move", "units": [203], "x": 14, "y": 18}, {"do": "stance", "units": [203], "stance": "defend"}, {"do": "repair", "building": 152}, {"do": "harvest", "unit": 205}, {"do": "rally", "building": 180, "x": 85, "y": 13}], "feedback": ["attack: 2 units", "attack_move: 16 units", "move: 1 units", "stance: 1 units", "repair #152: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 5600, "units_killed": 21, "units_lost": 40, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17400, "army_value": 4800, "income": 6000, "experience": 34, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 206 made / 110 used, harvesters 2.\nSCORE: assets $11600, army $3600, killed $6300 (41 units, 0 bldgs), lost $3400 (21 units, 1 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 18%; Building: powr 0%; Vehicle: 3tnk 22%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 31%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 8%, #220 fix@(97,9) 100%, #230 powr@(93,9) 100%, #232 powr@(91,11) 98%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(93,10)* #214@(96,8)*\n  e3 (Rocket Soldier) x4: #217@(93,10)* #228@(95,9)* #231@(93,10)* #233@(94,9)*\n  harv (Ore Truck (harvester)) x2: #130@(99,19) #209@(107,23)\nVISIBLE ENEMY UNITS (1):\n  #202 e1@(88,12) 92%\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  - train 3x 3tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Infantry backlog huge, stop adding more infantry. Focus proc#2 and tanks from weap. Push combined army west once 8+ units ready.", "raw": "{\"thoughts\":\"Massive infantry backlog remains queued at 0%, but production is capped one at a time per category so it's fine\u2014just wastes queue slots visually. Focus on getting proc#2 done, tanks rolling, and defend base with current infantry while waiting for a bigger army.\",\"notes\":\"Enemy west at (12,16). Keep building 3tnk from weap, proc#2 finishing. Once 8+ tanks ready, attack_move west. Ignore huge infantry backlog list - just let it drain slowly.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2772, "completion_tokens": 268, "total_tokens": 3040, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008224, "upstream_inference_prompt_cost": 0.005544, "upstream_inference_completions_cost": 0.00268}, "completion_tokens_details": {"reasoning_tokens": 63, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.5, "thoughts": "Massive infantry backlog remains queued at 0%, but production is capped one at a time per category so it's fine\u2014just wastes queue slots visually. Focus on getting proc#2 done, tanks rolling, and defend base with current infantry while waiting for a bigger army.", "notes": "Enemy west at (12,16). Keep building 3tnk from weap, proc#2 finishing. Once 8+ tanks ready, attack_move west. Ignore huge infantry backlog list - just let it drain slowly.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3400, "units_killed": 41, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 1, "assets_value": 11600, "army_value": 1400, "income": 3500, "experience": 63, "order_count": 90}}
{"tick": 9801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:32 (tick 9801 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $600 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17400, army $8100, killed $3400 (21 units, 1 bldgs), lost $6300 (41 units, 0 bldgs). Map explored 24.8%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (19) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(14,18)4%* #222@(82,10) #229@(52,27) #234@(10,18)\n  e1 (Rifle Infantry) x8: #202@(88,12)92% #219@(70,19) #221@(67,22) #223@(55,28) #224@(53,27) #225@(49,26) #226@(47,24) #227@(45,24)\n  e3 (Rocket Soldier) x4: #211@(86,12) #212@(86,12) #216@(80,10) #218@(73,16)\n  harv (Ore Truck (harvester)) x3: #132@(27,8)72% #153@(27,4)57% #205@(28,14)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #232 powr@(91,11) 98%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 2 units\n  - attack_move: 16 units\n  - move: 1 units\n  - stance: 1 units\n  - repair #152: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 93,10-12; visible power plants #185 damaged and #230. Push all combat units there; refinery #152 is critically damaged but under repair.", "raw": "{\"thoughts\":\"Our forward force is already spread across the enemy approach and their base power is exposed. Keep pressure on the visible power plant while replacing losses and expanding ore income; pull the nearly destroyed tank back.\",\"notes\":\"Enemy base confirmed around 91,11. Focus all healthy combat units on #232 and nearby structures; #152 refinery remains under repair. Queue infantry, tanks, and a fourth refinery.\",\"commands\":[{\"do\":\"attack\",\"units\":\"all_army\",\"target\":232},{\"do\":\"move\",\"units\":[203],\"x\":12,\"y\":16},{\"do\":\"train\",\"item\":\"e1\",\"count\":10},{\"do\":\"train\",\"item\":\"1tnk\",\"count\":5},{\"do\":\"build\",\"item\":\"proc\"},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":11},{\"do\":\"rally\",\"building\":180,\"x\":82,\"y\":11},{\"do\":\"repair\",\"building\":152}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1590, "completion_tokens": 330, "total_tokens": 1920, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1588, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0087274, "upstream_inference_prompt_cost": 0.0043714, "upstream_inference_completions_cost": 0.004356}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.05, "thoughts": "Our forward force is already spread across the enemy approach and their base power is exposed. Keep pressure on the visible power plant while replacing losses and expanding ore income; pull the nearly destroyed tank back.", "notes": "Enemy base confirmed around 91,11. Focus all healthy combat units on #232 and nearby structures; #152 refinery remains under repair. Queue infantry, tanks, and a fourth refinery.", "commands": [{"do": "attack", "units": "all_army", "target": 232}, {"do": "move", "units": [203], "x": 12, "y": 16}, {"do": "train", "item": "e1", "count": 10}, {"do": "train", "item": "1tnk", "count": 5}, {"do": "build", "item": "proc"}, {"do": "rally", "building": 134, "x": 82, "y": 11}, {"do": "rally", "building": 180, "x": 82, "y": 11}, {"do": "repair", "building": 152}], "feedback": ["attack: 16 units", "move: 1 units", "train 10x e1: queued", "train 5x 1tnk: queued", "build proc: started", "rally #134: ordered", "rally #180: ordered", "repair #152: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3400, "deaths_cost": 6300, "units_killed": 21, "units_lost": 41, "buildings_killed": 1, "buildings_lost": 0, "assets_value": 17400, "army_value": 4800, "income": 6000, "experience": 34, "order_count": 74}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 107 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $11300, army $3600, killed $6300 (41 units, 0 bldgs), lost $3700 (21 units, 2 bldgs). Map explored 23%.\nPRODUCTION: Building: proc 18%; Building: powr 0%; Vehicle: 3tnk 22%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 31%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 100%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #185 powr@(93,12) 7%, #220 fix@(97,9) 100%, #230 powr@(93,9) 100%\nYOUR UNITS (8) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(93,10)* #214@(96,8)*\n  e3 (Rocket Soldier) x4: #217@(93,10)* #228@(95,9)* #231@(93,10)* #233@(94,9)*\n  harv (Ore Truck (harvester)) x2: #130@(103,25) #209@(103,22)\nVISIBLE ENEMY UNITS (1):\n  #202 e1@(88,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Keep building 3tnk from weap, proc#2 finishing. Once 8+ tanks ready, attack_move west. Ignore huge infantry backlog list - just let it drain slowly.", "raw": "{\"thoughts\":\"Cash is 0 so can't queue more; focus power since low power slows production. Let idle infantry defend base, keep waiting for tanks and proc.\",\"notes\":\"Enemy west at (12,16). Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2744, "completion_tokens": 154, "total_tokens": 2898, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.007028, "upstream_inference_prompt_cost": 0.005488, "upstream_inference_completions_cost": 0.00154}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.08, "thoughts": "Cash is 0 so can't queue more; focus power since low power slows production. Let idle infantry defend base, keep waiting for tanks and proc.", "notes": "Enemy west at (12,16). Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 6 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 6300, "deaths_cost": 3700, "units_killed": 41, "units_lost": 21, "buildings_killed": 0, "buildings_lost": 2, "assets_value": 11300, "army_value": 1400, "income": 3500, "experience": 63, "order_count": 90}}
{"tick": 10001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:40 (tick 10001 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $130 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17700, army $8400, killed $3700 (21 units, 2 bldgs), lost $6300 (41 units, 0 bldgs). Map explored 25%.\nPRODUCTION: Building: proc 23%; Vehicle: 1tnk 46%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 21%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(12,14)4%* #222@(86,11)* #229@(64,25)* #234@(31,20)*\n  e1 (Rifle Infantry) x11: #202@(88,12) #219@(78,15)* #221@(75,18)* #223@(64,27)* #224@(62,27) #225@(58,28)* #226@(55,28)* #227@(53,28)* #235@(20,21) #236@(17,21) #237@(15,22)\n  e3 (Rocket Soldier) x4: #211@(87,12)* #212@(86,12)* #216@(86,12)* #218@(82,14)*\n  harv (Ore Truck (harvester)) x3: #132@(25,4)72% #153@(28,9)57% #205@(27,10)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 16 units\n  - move: 1 units\n  - train 10x e1: queued\n  - train 5x 1tnk: queued\n  - build proc: started\n  - rally #134: ordered\n  - rally #180: ordered\n  - repair #152: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 91,11. Focus all healthy combat units on #232 and nearby structures; #152 refinery remains under repair. Queue infantry, tanks, and a fourth refinery.", "raw": "{\"thoughts\":\"Our forward force is at the enemy approach but has lost sight of their base; keep pressure toward the confirmed start while the economy recovers. The critically damaged light tank should withdraw, and all harvesters must stay mining to fund the refinery and continuous queues.\",\"notes\":\"Enemy base previously confirmed near 91,11; assault all healthy forces there. #152 refinery is critically damaged and under repair. Proc is building at 23%; vehicle and infantry queues full.\",\"commands\":[{\"do\":\"attack_move\",\"units\":[202,211,212,216,218,219,221,222,223,224,225,226,227,229,234],\"x\":94,\"y\":11},{\"do\":\"move\",\"units\":[203],\"x\":14,\"y\":18},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"repair\",\"building\":152},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":180,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1719, "completion_tokens": 318, "total_tokens": 2037, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1717, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00892375, "upstream_inference_prompt_cost": 0.00472615, "upstream_inference_completions_cost": 0.0041976}, "completion_tokens_details": {"reasoning_tokens": 82, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.47, "thoughts": "Our forward force is at the enemy approach but has lost sight of their base; keep pressure toward the confirmed start while the economy recovers. The critically damaged light tank should withdraw, and all harvesters must stay mining to fund the refinery and continuous queues.", "notes": "Enemy base previously confirmed near 91,11; assault all healthy forces there. #152 refinery is critically damaged and under repair. Proc is building at 23%; vehicle and infantry queues full.", "commands": [{"do": "attack_move", "units": [202, 211, 212, 216, 218, 219, 221, 222, 223, 224, 225, 226, 227, 229, 234], "x": 94, "y": 11}, {"do": "move", "units": [203], "x": 14, "y": 18}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "repair", "building": 152}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 180, "x": 88, "y": 12}], "feedback": ["attack_move: 15 units", "move: 1 units", "repair #152: ordered", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 3700, "deaths_cost": 6300, "units_killed": 21, "units_lost": 41, "buildings_killed": 2, "buildings_lost": 0, "assets_value": 17700, "army_value": 5100, "income": 6000, "experience": 37, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 2000), power 79 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10400, army $3000, killed $7000 (42 units, 0 bldgs), lost $4600 (23 units, 3 bldgs). Map explored 23.1%.\nPRODUCTION: Building: proc 18%; Building: powr 0%; Vehicle: 3tnk 22%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 31%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: spen Sub Pen $800, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, barr Soviet Barracks $500, kenn Kennel $200, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 98%, #129 proc@(98,11) 100%, #133 barr@(95,8) 100%, #159 weap@(95,15) 100%, #220 fix@(97,9) 100%, #230 powr@(93,9) 79%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #213@(93,10)9% #214@(96,8)*\n  e3 (Rocket Soldier) x2: #228@(95,9)* #233@(94,9)\n  harv (Ore Truck (harvester)) x2: #130@(101,20) #209@(98,12)\nVISIBLE ENEMY UNITS (5):\n  #202 e1@(89,12) 93%, #211 e3@(89,12) 98%, #212 e3@(89,12) 65%, #216 e3@(90,12) 96%, #218 e3@(90,12) 89%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 6 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.", "raw": "{\"thoughts\":\"Cash is zero so production stalls; need to wait for income. Enemy infantry group nearby at (89-90,12) threatens our east side. Keep defenders on hold and let queues finish as ore comes in.\",\"notes\":\"Enemy west at (12,16). Enemy infantry group near (89-90,12) approaching. Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.\",\"commands\":[{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2759, "completion_tokens": 261, "total_tokens": 3020, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008128, "upstream_inference_prompt_cost": 0.005518, "upstream_inference_completions_cost": 0.00261}, "completion_tokens_details": {"reasoning_tokens": 69, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.57, "thoughts": "Cash is zero so production stalls; need to wait for income. Enemy infantry group nearby at (89-90,12) threatens our east side. Keep defenders on hold and let queues finish as ore comes in.", "notes": "Enemy west at (12,16). Enemy infantry group near (89-90,12) approaching. Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.", "commands": [{"do": "stance", "units": "idle_army", "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 4600, "units_killed": 42, "units_lost": 23, "buildings_killed": 0, "buildings_lost": 3, "assets_value": 10400, "army_value": 800, "income": 3500, "experience": 63, "order_count": 90}}
{"tick": 10201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:48 (tick 10201 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $228 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17100, army $7800, killed $4600 (23 units, 3 bldgs), lost $7000 (42 units, 0 bldgs). Map explored 25.4%.\nPRODUCTION: Building: proc 32%; Vehicle: 1tnk 65%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 53%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (22) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #203@(14,18)4%* #229@(80,10) #234@(52,27)\n  e1 (Rifle Infantry) x12: #202@(89,12)93% #219@(88,14) #221@(84,14) #223@(72,21) #224@(69,20) #225@(66,24) #226@(64,26) #227@(63,26) #235@(29,26) #236@(26,25) #237@(23,24) #238@(16,22)\n  e3 (Rocket Soldier) x4: #211@(89,12)98% #212@(89,12)65% #216@(90,12)96% #218@(90,12)89%\n  harv (Ore Truck (harvester)) x3: #132@(28,14)72% #153@(26,15)57% #205@(31,5)\nVISIBLE ENEMY UNITS (1):\n  #213 e1@(93,10) 9%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - attack_move: 15 units\n  - move: 1 units\n  - repair #152: ordered\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base previously confirmed near 91,11; assault all healthy forces there. #152 refinery is critically damaged and under repair. Proc is building at 23%; vehicle and infantry queues full.", "raw": "{\"thoughts\":\"Our forward infantry and rockets are at the enemy start area, while reinforcements are en route. Commit all combat units to a concentrated attack-move through the confirmed enemy base location and keep production/rallies feeding the assault.\",\"notes\":\"Enemy base confirmed around 91,11 but currently not visible; assault all army there. Refinery #152 remains critically damaged and is being repaired. Proc is still constructing; vehicle/infantry queues are saturated.\",\"commands\":[{\"do\":\"stance\",\"units\":\"all_army\",\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":\"all_army\",\"x\":95,\"y\":11},{\"do\":\"attack\",\"units\":[202,211,212,216,218,229],\"target\":213},{\"do\":\"rally\",\"building\":134,\"x\":88,\"y\":12},{\"do\":\"rally\",\"building\":180,\"x\":88,\"y\":12}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1703, "completion_tokens": 359, "total_tokens": 2062, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1701, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00942095, "upstream_inference_prompt_cost": 0.00468215, "upstream_inference_completions_cost": 0.0047388}, "completion_tokens_details": {"reasoning_tokens": 163, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.84, "thoughts": "Our forward infantry and rockets are at the enemy start area, while reinforcements are en route. Commit all combat units to a concentrated attack-move through the confirmed enemy base location and keep production/rallies feeding the assault.", "notes": "Enemy base confirmed around 91,11 but currently not visible; assault all army there. Refinery #152 remains critically damaged and is being repaired. Proc is still constructing; vehicle/infantry queues are saturated.", "commands": [{"do": "stance", "units": "all_army", "stance": "attack_anything"}, {"do": "attack_move", "units": "all_army", "x": 95, "y": 11}, {"do": "attack", "units": [202, 211, 212, 216, 218, 229], "target": 213}, {"do": "rally", "building": 134, "x": 88, "y": 12}, {"do": "rally", "building": 180, "x": 88, "y": 12}], "feedback": ["stance: 19 units", "attack_move: 19 units", "attack: 6 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 4600, "deaths_cost": 7000, "units_killed": 23, "units_lost": 42, "buildings_killed": 3, "buildings_lost": 0, "assets_value": 17100, "army_value": 4500, "income": 6500, "experience": 46, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1013 (storage 2000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10000, army $2900, killed $7000 (42 units, 0 bldgs), lost $5000 (24 units, 4 bldgs). Map explored 23.1%.\nPRODUCTION: Building: powr 16%; Vehicle: 3tnk 30%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 63%; Infantry: e1 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 94%, #129 proc@(98,11) 100%, #133 barr@(95,8) 99%, #159 weap@(95,15) 99%, #220 fix@(97,9) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #214@(96,8)*\n  e3 (Rocket Soldier) x2: #228@(95,9) #233@(94,9)88%\n  harv (Ore Truck (harvester)) x2: #130@(98,12) #209@(101,19)\nVISIBLE ENEMY UNITS (7):\n  #202 e1@(89,12) 91%, #211 e3@(89,12) 97%, #212 e3@(89,12) 49%, #216 e3@(91,12) 89%, #218 e3@(90,12) 57%, #219 e1@(91,12) 70%, #221 e1@(91,13) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16). Enemy infantry group near (89-90,12) approaching. Waiting for proc/powr to finish, then 3tnk queue. Attack once 8+ tanks ready. Keep infantry defending base for now.", "raw": "{\"thoughts\":\"Power is critical at 0 made - need to prioritize powr build. Enemy infantry group approaching from west, keep my few units defensive near base rather than engaging outnumbered. Continue tank production once power resumes.\",\"notes\":\"Enemy west at (12,16), infantry group ~7 units near (89-91,12) approaching base. Power critically low (0 made/110 used) - powr building at 16%, must finish ASAP. Hold infantry defensively, build tank army before attacking.\",\"commands\":[{\"do\":\"stance\",\"units\":[\"idle_army\"],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2730, "completion_tokens": 233, "total_tokens": 2963, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00779, "upstream_inference_prompt_cost": 0.00546, "upstream_inference_completions_cost": 0.00233}, "completion_tokens_details": {"reasoning_tokens": 33, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.89, "thoughts": "Power is critical at 0 made - need to prioritize powr build. Enemy infantry group approaching from west, keep my few units defensive near base rather than engaging outnumbered. Continue tank production once power resumes.", "notes": "Enemy west at (12,16), infantry group ~7 units near (89-91,12) approaching base. Power critically low (0 made/110 used) - powr building at 16%, must finish ASAP. Hold infantry defensively, build tank army before attacking.", "commands": [{"do": "stance", "units": ["idle_army"], "stance": "defend"}], "feedback": ["stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 5000, "units_killed": 42, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 10000, "army_value": 700, "income": 4475, "experience": 63, "order_count": 90}}
{"tick": 10401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "prompt": "GAME TIME 6:56 (tick 10401 of 30000; you act every 200 ticks = 8s). At the time limit the side with higher score (assets value + value of enemy stuff destroyed) wins; destroying all enemy buildings wins immediately.\nYOU: Multi1, 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 $9 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $18000, army $8700, killed $5000 (24 units, 4 bldgs), lost $7000 (42 units, 0 bldgs). Map explored 25.7%.\nPRODUCTION: Building: proc 50%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 90%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (25) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(35,20)4% #229@(81,10)* #234@(69,19) #241@(9,16)\n  e1 (Rifle Infantry) x14: #202@(89,12)91%* #219@(91,12)70% #221@(91,13) #223@(79,14) #224@(76,13) #225@(73,16) #226@(71,18) #227@(70,19) #235@(38,26) #236@(35,24) #237@(33,24) #238@(24,24) #239@(21,22) #240@(17,21)\n  e3 (Rocket Soldier) x4: #211@(89,12)97%* #212@(89,12)49%* #216@(91,12)89% #218@(90,12)57%\n  harv (Ore Truck (harvester)) x3: #132@(27,13)72% #153@(28,10)57% #205@(29,11)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 19 units\n  - attack_move: 19 units\n  - attack: 6 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base confirmed around 91,11 but currently not visible; assault all army there. Refinery #152 remains critically damaged and is being repaired. Proc is still constructing; vehicle/infantry queues are saturated.", "raw": "{\"thoughts\":\"Our forward force is at the enemy start and should keep pressing despite lost vision. Keep production queued, mine continuously, repair the crippled refinery, and send reinforcements east while the 4% tank withdraws.\",\"notes\":\"Enemy base around 95,11; assault force at 70-91,12. #152 refinery critically damaged; construction refinery is 50%.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"move\",\"units\":[203],\"x\":19,\"y\":16},{\"do\":\"attack_move\",\"units\":[202,211,212,216,218,219,221,223,224,225,226,227,229,234],\"x\":95,\"y\":11},{\"do\":\"attack_move\",\"units\":[235,236,237,238,239,240,241],\"x\":75,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":76,\"y\":15},{\"do\":\"rally\",\"building\":180,\"x\":76,\"y\":15}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1699, "completion_tokens": 378, "total_tokens": 2077, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1697, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00966075, "upstream_inference_prompt_cost": 0.00467115, "upstream_inference_completions_cost": 0.0049896}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.45, "thoughts": "Our forward force is at the enemy start and should keep pressing despite lost vision. Keep production queued, mine continuously, repair the crippled refinery, and send reinforcements east while the 4% tank withdraws.", "notes": "Enemy base around 95,11; assault force at 70-91,12. #152 refinery critically damaged; construction refinery is 50%.", "commands": [{"do": "repair", "building": 152}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "move", "units": [203], "x": 19, "y": 16}, {"do": "attack_move", "units": [202, 211, 212, 216, 218, 219, 221, 223, 224, 225, 226, 227, 229, 234], "x": 95, "y": 11}, {"do": "attack_move", "units": [235, 236, 237, 238, 239, 240, 241], "x": 75, "y": 15}, {"do": "rally", "building": 134, "x": 76, "y": 15}, {"do": "rally", "building": 180, "x": 76, "y": 15}], "feedback": ["repair #152: ordered", "move: 1 units", "attack_move: 14 units", "attack_move: 7 units", "rally #134: ordered", "rally #180: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 7000, "units_killed": 24, "units_lost": 42, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18000, "army_value": 5400, "income": 6500, "experience": 50, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $677 (storage 2000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $10300, army $3200, killed $7000 (42 units, 0 bldgs), lost $5000 (24 units, 4 bldgs). Map explored 23.1%.\nPRODUCTION: Building: powr 53%; Vehicle: 3tnk 40%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e1 3%; 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: 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: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Building: dome Radar Dome $1500, weap War Factory $2000, powr Power Plant $300, fix Service Depot $1200\n  Defense: tsla Tesla Coil $1200, ftur Flame Tower $600, silo Ore Silo $150, fenc Wire Fence $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #121 fact@(95,11) 57%, #129 proc@(98,11) 100%, #133 barr@(95,8) 99%, #159 weap@(95,15) 97%, #220 fix@(97,9) 100%\nYOUR UNITS (6) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #214@(96,8)*\n  e3 (Rocket Soldier) x3: #228@(95,9) #233@(94,9)15% #246@(94,8)\n  harv (Ore Truck (harvester)) x2: #130@(101,24) #209@(107,24)\nVISIBLE ENEMY UNITS (9):\n  #202 e1@(91,12) 87%, #211 e3@(90,12) 93%, #212 e3@(91,12) 39%, #216 e3@(91,12) 85%, #218 e3@(91,12) 32%, #219 e1@(91,12) 42%, #221 e1@(91,13) 100%, #223 e1@(89,12) 100%, #229 1tnk@(91,10) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy west at (12,16), infantry group ~7 units near (89-91,12) approaching base. Power critically low (0 made/110 used) - powr building at 16%, must finish ASAP. Hold infantry defensively, build tank army before attacking.", "raw": "{\"thoughts\":\"Power still critical, must prioritize finishing power plant. Enemy infantry group is near my base at (91,12), close combat range. Pull my rocket soldiers together defensively rather than engaging piecemeal, and keep production going since power plant is at 53%.\",\"notes\":\"Enemy melee group ~7 units at (89-91,12) approaching base from west. Power plant building at 53%, still 0 power made. Priority: place powr immediately when ready, then build second powr. Hold defensive with e3s near base, don't overextend. Enemy main base likely at (12,16), unexplored.\",\"commands\":[{\"do\":\"stance\",\"units\":[228,246],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2767, "completion_tokens": 360, "total_tokens": 3127, "cost": 0, "is_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": 0.005534, "upstream_inference_completions_cost": 0.0036}, "completion_tokens_details": {"reasoning_tokens": 129, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 7.29, "thoughts": "Power still critical, must prioritize finishing power plant. Enemy infantry group is near my base at (91,12), close combat range. Pull my rocket soldiers together defensively rather than engaging piecemeal, and keep production going since power plant is at 53%.", "notes": "Enemy melee group ~7 units at (89-91,12) approaching base from west. Power plant building at 53%, still 0 power made. Priority: place powr immediately when ready, then build second powr. Hold defensive with e3s near base, don't overextend. Enemy main base likely at (12,16), unexplored.", "commands": [{"do": "stance", "units": [228, 246], "stance": "defend"}], "feedback": ["stance: 2 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 5000, "units_killed": 42, "units_lost": 24, "buildings_killed": 0, "buildings_lost": 4, "assets_value": 10300, "army_value": 1000, "income": 4000, "experience": 63, "order_count": 90}}
{"tick": 10601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 $62 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $18200, army $8900, killed $5000 (24 units, 4 bldgs), lost $7000 (42 units, 0 bldgs). Map explored 26%.\nPRODUCTION: Building: proc 60%; Vehicle: 1tnk 21%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 35%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(19,16)4%* #229@(91,10) #234@(84,12) #241@(30,20)\n  e1 (Rifle Infantry) x16: #202@(91,12)87% #219@(91,12)42% #221@(91,13) #223@(89,12) #224@(87,12) #225@(83,14) #226@(79,11) #227@(77,11) #235@(49,26) #236@(46,24) #237@(44,24) #238@(33,24) #239@(31,24) #240@(25,25) #244@(18,20) #245@(15,22)\n  e3 (Rocket Soldier) x4: #211@(90,12)93% #212@(91,12)39% #216@(91,12)85% #218@(91,12)32%\n  harv (Ore Truck (harvester)) x3: #132@(22,6)72% #153@(22,5)57% #205@(28,14)\nVISIBLE ENEMY UNITS (3):\n  #228 e3@(95,9) 100%, #233 e3@(94,9) 15%, #246 e3@(94,8) 100%\nVISIBLE ENEMY BUILDINGS (2):\n  #121 fact@(95,11) 57%, #133 barr@(95,8) 99%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - move: 1 units\n  - attack_move: 14 units\n  - attack_move: 7 units\n  - rally #134: ordered\n  - rally #180: ordered\nYOUR NOTES FROM LAST TURN: Enemy base around 95,11; assault force at 70-91,12. #152 refinery critically damaged; construction refinery is 50%.", "raw": "{\"thoughts\":\"Our forward infantry and rockets are already at the exposed enemy base; focus fire the damaged Construction Yard for an immediate win while reinforcements continue east. Production queues are full and the damaged refinery remains under repair.\",\"notes\":\"Enemy base at 95,11. Directly attack fact #121 with eastern force, then barr #133; reinforcements en route from center.\",\"commands\":[{\"do\":\"attack\",\"units\":[202,219,221,223,224,225,226,227,229,211,212,216,218],\"target\":121},{\"do\":\"attack_move\",\"units\":[234,235,236,237,238,239,240,241],\"x\":92,\"y\":11},{\"do\":\"attack\",\"units\":[244,245],\"target\":121},{\"do\":\"rally\",\"building\":180,\"x\":85,\"y\":13},{\"do\":\"rally\",\"building\":134,\"x\":85,\"y\":13},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1745, "completion_tokens": 361, "total_tokens": 2106, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1743, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00956285, "upstream_inference_prompt_cost": 0.00479765, "upstream_inference_completions_cost": 0.0047652}, "completion_tokens_details": {"reasoning_tokens": 130, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.28, "thoughts": "Our forward infantry and rockets are already at the exposed enemy base; focus fire the damaged Construction Yard for an immediate win while reinforcements continue east. Production queues are full and the damaged refinery remains under repair.", "notes": "Enemy base at 95,11. Directly attack fact #121 with eastern force, then barr #133; reinforcements en route from center.", "commands": [{"do": "attack", "units": [202, 219, 221, 223, 224, 225, 226, 227, 229, 211, 212, 216, 218], "target": 121}, {"do": "attack_move", "units": [234, 235, 236, 237, 238, 239, 240, 241], "x": 92, "y": 11}, {"do": "attack", "units": [244, 245], "target": 121}, {"do": "rally", "building": 180, "x": 85, "y": 13}, {"do": "rally", "building": 134, "x": 85, "y": 13}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}], "feedback": ["attack: 13 units", "attack_move: 8 units", "attack: 2 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 5000, "deaths_cost": 7000, "units_killed": 24, "units_lost": 42, "buildings_killed": 4, "buildings_lost": 0, "assets_value": 18200, "army_value": 5600, "income": 7000, "experience": 50, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $614 (storage 2000), power 0 made / 110 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $7800, army $2700, killed $7000 (42 units, 0 bldgs), lost $7600 (26 units, 5 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 3tnk 49%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%; Infantry: e3 5%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 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: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%; Infantry: e1 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e3 0%; Infantry: e1 0%\nCAN PRODUCE NOW:\n  Infantry: e1 Rifle Infantry $100, e2 Grenadier $150, e3 Rocket Soldier $300, e6 Engineer $400\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #133 barr@(95,8) 97%, #159 weap@(95,15) 97%, #220 fix@(97,9) 100%\nYOUR UNITS (5) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x2: #214@(96,8)* #247@(94,9)73%\n  e3 (Rocket Soldier) x1: #228@(95,9)\n  harv (Ore Truck (harvester)) x2: #130@(104,24) #209@(100,17)\nVISIBLE ENEMY UNITS (12):\n  #202 e1@(91,12) 82%, #211 e3@(90,12) 88%, #212 e3@(91,12) 30%, #216 e3@(91,12) 78%, #218 e3@(91,12) 6%, #219 e1@(91,12) 14%, #221 e1@(91,13) 100%, #223 e1@(90,12) 100%, #224 e1@(90,11) 100%, #225 e1@(91,14) 100%, #229 1tnk@(91,10) 12%, #234 1tnk@(91,11) 99%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - stance: 2 units\nYOUR NOTES FROM LAST TURN: Enemy melee group ~7 units at (89-91,12) approaching base from west. Power plant building at 53%, still 0 power made. Priority: place powr immediately when ready, then build second powr. Hold defensive with e3s near base, don't overextend. Enemy main base likely at (12,16), unexplored.", "raw": "{\"thoughts\":\"Enemy infantry/tank group is right at our doorstep near (91,12). We have 0 power hurting production. Need to build power plant immediately and defend with available units while tanks finish training.\",\"notes\":\"Enemy group at (90-91,11-14) attacking from west, weak (damaged units). Need powr ASAP - 0 power is slowing production badly. Keep defending with e1/e3 near base, let 3tnk finish. Enemy main base at (12,16) unexplored - push there once army built.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":\"idle_army\",\"stance\":\"attack_anything\"},{\"do\":\"attack_move\",\"units\":[214,247,228],\"x\":92,\"y\":12}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2671, "completion_tokens": 303, "total_tokens": 2974, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.008372, "upstream_inference_prompt_cost": 0.005342, "upstream_inference_completions_cost": 0.00303}, "completion_tokens_details": {"reasoning_tokens": 54, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.08, "thoughts": "Enemy infantry/tank group is right at our doorstep near (91,12). We have 0 power hurting production. Need to build power plant immediately and defend with available units while tanks finish training.", "notes": "Enemy group at (90-91,11-14) attacking from west, weak (damaged units). Need powr ASAP - 0 power is slowing production badly. Keep defending with e1/e3 near base, let 3tnk finish. Enemy main base at (12,16) unexplored - push there once army built.", "commands": [{"do": "build", "item": "powr"}, {"do": "stance", "units": "idle_army", "stance": "attack_anything"}, {"do": "attack_move", "units": [214, 247, 228], "x": 92, "y": 12}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "stance: 1 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7000, "deaths_cost": 7600, "units_killed": 42, "units_lost": 26, "buildings_killed": 0, "buildings_lost": 5, "assets_value": 7800, "army_value": 500, "income": 4000, "experience": 63, "order_count": 90}}
{"tick": 10801, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $18200, army $8900, killed $7600 (26 units, 5 bldgs), lost $7000 (42 units, 0 bldgs). Map explored 26.1%.\nPRODUCTION: Building: proc 62%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 55%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (27) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(19,16)4%* #229@(91,10)12%* #234@(91,11) #241@(51,28)\n  e1 (Rifle Infantry) x16: #202@(91,12)82% #219@(91,12)14% #221@(91,13) #223@(90,12)* #224@(90,11) #225@(91,14) #226@(89,11)* #227@(87,11)* #235@(59,28) #236@(55,28) #237@(53,27) #238@(44,24) #239@(42,24) #240@(34,24) #244@(28,20)* #245@(24,22)*\n  e3 (Rocket Soldier) x4: #211@(90,12)88% #212@(91,12)30% #216@(91,12)78% #218@(91,12)6%\n  harv (Ore Truck (harvester)) x3: #132@(23,4)72% #153@(22,4)57% #205@(28,4)\nVISIBLE ENEMY UNITS (2):\n  #228 e3@(95,9) 100%, #247 e1@(94,9) 73%\nVISIBLE ENEMY BUILDINGS (1):\n  #133 barr@(95,8) 97%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 13 units\n  - attack_move: 8 units\n  - attack: 2 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Directly attack fact #121 with eastern force, then barr #133; reinforcements en route from center.", "raw": "{\"thoughts\":\"Our eastern assault is inside the enemy base area and their visible barracks is the priority target. Keep pressure on it while reinforcements and queued light tanks arrive; repair the critically damaged refinery immediately.\",\"notes\":\"Enemy base at 95,11; visible barracks #133 at 95,8. Eastern infantry/rockets and tanks are attacking; central reinforcements moving east. Refinery #152 critically damaged.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"attack\",\"units\":[202,211,212,216,218,219,221,223,224,225,226,227,229,234],\"target\":133},{\"do\":\"attack_move\",\"units\":[235,236,237,238,239,240,241,244,245],\"x\":94,\"y\":10},{\"do\":\"move\",\"units\":[203],\"x\":19,\"y\":16},{\"do\":\"rally\",\"building\":180,\"x\":78,\"y\":15},{\"do\":\"rally\",\"building\":134,\"x\":78,\"y\":15},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1720, "completion_tokens": 379, "total_tokens": 2099, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1718, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0097317, "upstream_inference_prompt_cost": 0.0047289, "upstream_inference_completions_cost": 0.0050028}, "completion_tokens_details": {"reasoning_tokens": 124, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.98, "thoughts": "Our eastern assault is inside the enemy base area and their visible barracks is the priority target. Keep pressure on it while reinforcements and queued light tanks arrive; repair the critically damaged refinery immediately.", "notes": "Enemy base at 95,11; visible barracks #133 at 95,8. Eastern infantry/rockets and tanks are attacking; central reinforcements moving east. Refinery #152 critically damaged.", "commands": [{"do": "repair", "building": 152}, {"do": "attack", "units": [202, 211, 212, 216, 218, 219, 221, 223, 224, 225, 226, 227, 229, 234], "target": 133}, {"do": "attack_move", "units": [235, 236, 237, 238, 239, 240, 241, 244, 245], "x": 94, "y": 10}, {"do": "move", "units": [203], "x": 19, "y": 16}, {"do": "rally", "building": 180, "x": 78, "y": 15}, {"do": "rally", "building": 134, "x": 78, "y": 15}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}], "feedback": ["repair #152: ordered", "attack: 14 units", "attack_move: 9 units", "move: 1 units", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 7600, "deaths_cost": 7000, "units_killed": 26, "units_lost": 42, "buildings_killed": 5, "buildings_lost": 0, "assets_value": 18200, "army_value": 5600, "income": 6500, "experience": 76, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1016 (storage 2000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6900, army $2300, killed $7700 (43 units, 0 bldgs), lost $8500 (28 units, 6 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 3tnk 59%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #159 weap@(95,15) 93%, #220 fix@(97,9) 100%\nYOUR UNITS (3) (id type @cell hp, * = idle):\n  e1 (Rifle Infantry) x1: #214@(95,9)82%\n  harv (Ore Truck (harvester)) x2: #130@(101,17) #209@(98,14)\nVISIBLE ENEMY UNITS (10):\n  #202 e1@(91,12) 82%, #211 e3@(93,12) 88%, #212 e3@(92,12) 30%, #216 e3@(93,12) 78%, #218 e3@(92,12) 6%, #219 e1@(92,12) 14%, #221 e1@(92,12) 100%, #223 e1@(93,12) 100%, #225 e1@(93,12) 100%, #234 1tnk@(92,11) 23%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - stance: 1 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy group at (90-91,11-14) attacking from west, weak (damaged units). Need powr ASAP - 0 power is slowing production badly. Keep defending with e1/e3 near base, let 3tnk finish. Enemy main base at (12,16) unexplored - push there once army built.", "raw": "{\"thoughts\":\"Low power is hurting production. Enemy group is weak and nearby - defend with what we have. Try building power plant again, and keep tank production going.\",\"notes\":\"Enemy weak group near (92,12) west of base. Need powr for power. Keep 3tnk queue going, defend with e1, push toward enemy base at (12,16) once army ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"stance\",\"units\":[\"idle_army\"],\"stance\":\"defend\"}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2157, "completion_tokens": 263, "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": 0.006944, "upstream_inference_prompt_cost": 0.004314, "upstream_inference_completions_cost": 0.00263}, "completion_tokens_details": {"reasoning_tokens": 95, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 5.69, "thoughts": "Low power is hurting production. Enemy group is weak and nearby - defend with what we have. Try building power plant again, and keep tank production going.", "notes": "Enemy weak group near (92,12) west of base. Need powr for power. Keep 3tnk queue going, defend with e1, push toward enemy base at (12,16) once army ready.", "commands": [{"do": "build", "item": "powr"}, {"do": "stance", "units": ["idle_army"], "stance": "defend"}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "stance: no valid unit ids of yours"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 8500, "units_killed": 43, "units_lost": 28, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6900, "army_value": 100, "income": 4500, "experience": 70, "order_count": 90}}
{"tick": 11001, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17500, army $8200, killed $8500 (28 units, 6 bldgs), lost $7700 (43 units, 0 bldgs). Map explored 26.3%.\nPRODUCTION: Building: proc 62%; Vehicle: 1tnk 24%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Infantry: e1 55%; 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@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (26) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #203@(19,16)4%* #234@(92,11)23% #241@(66,23)\n  e1 (Rifle Infantry) x16: #202@(91,12)82% #219@(92,12)14% #221@(92,12) #223@(93,12) #224@(90,10)89% #225@(93,12) #226@(90,10)94%* #227@(90,8)* #235@(67,22) #236@(64,25) #237@(62,26) #238@(53,27) #239@(51,26) #240@(45,25) #244@(37,24) #245@(33,24)\n  e3 (Rocket Soldier) x4: #211@(93,12)88% #212@(92,12)30% #216@(93,12)78% #218@(92,12)6%\n  harv (Ore Truck (harvester)) x3: #132@(22,12)72% #153@(20,15)57% #205@(28,11)\nVISIBLE ENEMY UNITS (1):\n  #214 e1@(95,9) 82%\nVISIBLE ENEMY BUILDINGS (1):\n  #159 weap@(95,15) 93%\nRESULTS OF YOUR LAST COMMANDS:\n  - repair #152: ordered\n  - attack: 14 units\n  - attack_move: 9 units\n  - move: 1 units\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11; visible barracks #133 at 95,8. Eastern infantry/rockets and tanks are attacking; central reinforcements moving east. Refinery #152 critically damaged.", "raw": "{\"thoughts\":\"Our assault is inside the enemy base and the visible War Factory is the priority; destroy it immediately while reinforcements continue east. Keep damaged units out of the fight and harvesters working while the refinery repair completes.\",\"notes\":\"Enemy base 95,11; visible enemy War Factory #159 at 95,15. Main assault at 90-93,12; central reinforcements advancing east. Refinery #152 was critically damaged and is being repaired.\",\"commands\":[{\"do\":\"attack\",\"units\":[202,219,221,223,224,225,226,211,212,216,234],\"target\":159},{\"do\":\"attack_move\",\"units\":[227,235,236,237,238,239,240,241,244,245],\"x\":95,\"y\":15},{\"do\":\"move\",\"units\":[203,218],\"x\":19,\"y\":16},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"repair\",\"building\":152},{\"do\":\"rally\",\"building\":180,\"x\":80,\"y\":17},{\"do\":\"rally\",\"building\":134,\"x\":80,\"y\":17}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1725, "completion_tokens": 376, "total_tokens": 2101, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1723, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00970585, "upstream_inference_prompt_cost": 0.00474265, "upstream_inference_completions_cost": 0.0049632}, "completion_tokens_details": {"reasoning_tokens": 115, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.24, "thoughts": "Our assault is inside the enemy base and the visible War Factory is the priority; destroy it immediately while reinforcements continue east. Keep damaged units out of the fight and harvesters working while the refinery repair completes.", "notes": "Enemy base 95,11; visible enemy War Factory #159 at 95,15. Main assault at 90-93,12; central reinforcements advancing east. Refinery #152 was critically damaged and is being repaired.", "commands": [{"do": "attack", "units": [202, 219, 221, 223, 224, 225, 226, 211, 212, 216, 234], "target": 159}, {"do": "attack_move", "units": [227, 235, 236, 237, 238, 239, 240, 241, 244, 245], "x": 95, "y": 15}, {"do": "move", "units": [203, 218], "x": 19, "y": 16}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "repair", "building": 152}, {"do": "rally", "building": 180, "x": 80, "y": 17}, {"do": "rally", "building": 134, "x": 80, "y": 17}], "feedback": ["attack: 11 units", "attack_move: 10 units", "move: 2 units", "repair #152: ordered", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8500, "deaths_cost": 7700, "units_killed": 28, "units_lost": 43, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 17500, "army_value": 4900, "income": 6000, "experience": 85, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $1405 (storage 2000), power 0 made / 90 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $6800, army $2200, killed $7700 (43 units, 0 bldgs), lost $8600 (29 units, 6 bldgs). Map explored 23.1%.\nPRODUCTION: Vehicle: 3tnk 69%; Vehicle: 3tnk 0%; Vehicle: 3tnk 0%\nCAN PRODUCE NOW:\n  Vehicle: 3tnk Heavy Tank $1150, harv Ore Truck (harvester) $1100, mcv MCV (deploys into Construction Yard) $2000, apc APC $850, mnly Minelayer $800, truk Supply Truck $500, ftrk Mobile Flak $600\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 100%, #159 weap@(95,15) 36%, #220 fix@(97,9) 100%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(98,14) #209@(107,24)\nVISIBLE ENEMY UNITS (12):\n  #202 e1@(91,12) 92%, #211 e3@(93,12) 88%, #212 e3@(92,12) 30%, #216 e3@(93,12) 78%, #219 e1@(92,12) 14%, #221 e1@(92,12) 100%, #223 e1@(93,12) 100%, #224 e1@(90,11) 89%, #225 e1@(93,12) 100%, #226 e1@(91,12) 94%, #227 e1@(91,12) 100%, #234 1tnk@(92,11) 20%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - stance: no valid unit ids of yours\nYOUR NOTES FROM LAST TURN: Enemy weak group near (92,12) west of base. Need powr for power. Keep 3tnk queue going, defend with e1, push toward enemy base at (12,16) once army ready.", "raw": "{\"thoughts\":\"Enemy infantry group is right next to my base at (92,12), weak/damaged. Continue building tanks and try to get power plant via building queue since power is 0. Focus economy and defense.\",\"notes\":\"Enemy weak infantry group near (92,12) attacking my base. Need power plant (powr) urgently. Keep training 3tnk. Push toward enemy base at (12,16) once army of 8+ tanks ready.\",\"commands\":[{\"do\":\"build\",\"item\":\"powr\"},{\"do\":\"train\",\"item\":\"3tnk\",\"count\":2}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 2116, "completion_tokens": 259, "total_tokens": 2375, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.006822, "upstream_inference_prompt_cost": 0.004232, "upstream_inference_completions_cost": 0.00259}, "completion_tokens_details": {"reasoning_tokens": 71, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.97, "thoughts": "Enemy infantry group is right next to my base at (92,12), weak/damaged. Continue building tanks and try to get power plant via building queue since power is 0. Focus economy and defense.", "notes": "Enemy weak infantry group near (92,12) attacking my base. Need power plant (powr) urgently. Keep training 3tnk. Push toward enemy base at (12,16) once army of 8+ tanks ready.", "commands": [{"do": "build", "item": "powr"}, {"do": "train", "item": "3tnk", "count": 2}], "feedback": ["build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)", "train 2x 3tnk: queued"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 8600, "units_killed": 43, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 6, "assets_value": 6800, "army_value": 0, "income": 4500, "experience": 70, "order_count": 90}}
{"tick": 11201, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 $811 (storage 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $17700, army $8400, killed $8600 (29 units, 6 bldgs), lost $7700 (43 units, 0 bldgs). Map explored 26.7%.\nPRODUCTION: Building: proc 81%; Vehicle: 1tnk 63%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (28) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x3: #203@(19,16)4%* #234@(92,11)20% #241@(83,16)\n  e1 (Rifle Infantry) x18: #202@(91,12)92% #219@(92,12)14% #221@(92,12) #223@(93,12) #224@(90,11)89% #225@(93,12) #226@(91,12)94% #227@(91,12) #235@(74,16) #236@(72,20) #237@(71,21) #238@(63,26) #239@(61,27) #240@(54,28) #244@(47,25) #245@(43,25) #248@(20,21) #249@(17,20)\n  e3 (Rocket Soldier) x4: #211@(93,12)88% #212@(92,12)30% #216@(93,12)78% #218@(82,12)6%\n  harv (Ore Truck (harvester)) x3: #132@(22,17)72% #153@(21,9)57% #205@(27,13)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #159 weap@(95,15) 36%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 11 units\n  - attack_move: 10 units\n  - move: 2 units\n  - repair #152: ordered\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base 95,11; visible enemy War Factory #159 at 95,15. Main assault at 90-93,12; central reinforcements advancing east. Refinery #152 was critically damaged and is being repaired.", "raw": "{\"thoughts\":\"Our assault is inside the enemy base and their damaged War Factory is exposed. Finish it with the nearby force while reinforcements continue east; preserve the critically damaged tank and refinery.\",\"notes\":\"Enemy base at 95,11. Destroy visible War Factory #159; assault infantry/rockets around 90-93,12, tank #241 approaching. Central infantry advancing east. Refinery #152 repairing; proc is 81% building queue.\",\"commands\":[{\"do\":\"attack\",\"units\":[202,219,221,223,224,225,226,227,211,212,216,234],\"target\":159},{\"do\":\"attack_move\",\"units\":[235,236,237,238,239,240,244,245,241,218],\"x\":94,\"y\":12},{\"do\":\"move\",\"units\":[203],\"x\":15,\"y\":18},{\"do\":\"repair\",\"building\":152},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205},{\"do\":\"rally\",\"building\":180,\"x\":82,\"y\":14},{\"do\":\"rally\",\"building\":134,\"x\":82,\"y\":14}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1719, "completion_tokens": 309, "total_tokens": 2028, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1717, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00880495, "upstream_inference_prompt_cost": 0.00472615, "upstream_inference_completions_cost": 0.0040788}, "completion_tokens_details": {"reasoning_tokens": 51, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.77, "thoughts": "Our assault is inside the enemy base and their damaged War Factory is exposed. Finish it with the nearby force while reinforcements continue east; preserve the critically damaged tank and refinery.", "notes": "Enemy base at 95,11. Destroy visible War Factory #159; assault infantry/rockets around 90-93,12, tank #241 approaching. Central infantry advancing east. Refinery #152 repairing; proc is 81% building queue.", "commands": [{"do": "attack", "units": [202, 219, 221, 223, 224, 225, 226, 227, 211, 212, 216, 234], "target": 159}, {"do": "attack_move", "units": [235, 236, 237, 238, 239, 240, 244, 245, 241, 218], "x": 94, "y": 12}, {"do": "move", "units": [203], "x": 15, "y": 18}, {"do": "repair", "building": 152}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}, {"do": "rally", "building": 180, "x": 82, "y": 14}, {"do": "rally", "building": 134, "x": 82, "y": 14}], "feedback": ["attack: 12 units", "attack_move: 10 units", "move: 1 units", "repair #152: ordered", "rally #180: ordered", "rally #134: ordered"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 8600, "deaths_cost": 7700, "units_killed": 29, "units_lost": 43, "buildings_killed": 6, "buildings_lost": 0, "assets_value": 17700, "army_value": 5100, "income": 7225, "experience": 86, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $2000 (storage 2000), power 0 made / 60 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $4800, army $2200, killed $7700 (43 units, 0 bldgs), lost $10600 (29 units, 7 bldgs). Map explored 23.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #129 proc@(98,11) 95%, #220 fix@(97,9) 92%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(105,24) #209@(106,20)\nVISIBLE ENEMY UNITS (10):\n  #211 e3@(93,12) 88%, #212 e3@(92,12) 30%, #216 e3@(93,12) 78%, #218 e3@(92,12) 6%, #219 e1@(92,12) 14%, #221 e1@(92,12) 100%, #223 e1@(93,12) 100%, #225 e1@(93,12) 100%, #234 1tnk@(92,11) 20%, #241 1tnk@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nRESULTS OF YOUR LAST COMMANDS:\n  - build powr: NOT AVAILABLE (not in CAN PRODUCE NOW)\n  - train 2x 3tnk: queued\nYOUR NOTES FROM LAST TURN: Enemy weak infantry group near (92,12) attacking my base. Need power plant (powr) urgently. Keep training 3tnk. Push toward enemy base at (12,16) once army of 8+ tanks ready.", "raw": "{\"thoughts\":\"No construction yard visible - likely destroyed. Can't build power without it. Focus on keeping harvesters safe and see if any production is possible.\",\"notes\":\"Construction Yard appears lost. Only proc+fix remain. Enemy infantry/tank swarm near (92,12) attacking base. Need to check if cyard can be rebuilt or if game is nearly lost. Keep harvesters mining, avoid combat.\",\"commands\":[{\"do\":\"harvest\",\"unit\":130},{\"do\":\"harvest\",\"unit\":209}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1940, "completion_tokens": 333, "total_tokens": 2273, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00721, "upstream_inference_prompt_cost": 0.00388, "upstream_inference_completions_cost": 0.00333}, "completion_tokens_details": {"reasoning_tokens": 151, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 6.5, "thoughts": "No construction yard visible - likely destroyed. Can't build power without it. Focus on keeping harvesters safe and see if any production is possible.", "notes": "Construction Yard appears lost. Only proc+fix remain. Enemy infantry/tank swarm near (92,12) attacking base. Need to check if cyard can be rebuilt or if game is nearly lost. Keep harvesters mining, avoid combat.", "commands": [{"do": "harvest", "unit": 130}, {"do": "harvest", "unit": 209}], "feedback": [], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 10600, "units_killed": 43, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 7, "assets_value": 4800, "army_value": 0, "income": 4000, "experience": 70, "order_count": 92}}
{"tick": 11401, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 6000), power 198 made / 140 used, harvesters 3.\nSCORE: assets $18400, army $9100, killed $10600 (29 units, 7 bldgs), lost $7700 (43 units, 0 bldgs). Map explored 27.4%.\nPRODUCTION: Building: proc READY TO PLACE; Vehicle: 1tnk 10%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%\nYOUR UNITS (29) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(15,18)4%* #234@(92,11)20%* #241@(94,12) #250@(12,18)\n  e1 (Rifle Infantry) x18: #202@(91,12)* #219@(92,12)14%* #221@(92,12)* #223@(93,12)* #224@(90,11)89%* #225@(93,12) #226@(91,12)94%* #227@(91,12)* #235@(84,14) #236@(79,13) #237@(78,13) #238@(70,19) #239@(69,20) #240@(64,25) #244@(56,28) #245@(53,27) #248@(29,26) #249@(26,25)\n  e3 (Rocket Soldier) x4: #211@(93,12)88% #212@(92,12)30%* #216@(93,12)78%* #218@(92,12)6%\n  harv (Ore Truck (harvester)) x3: #132@(23,6)72% #153@(22,4)57% #205@(24,5)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (2):\n  #129 proc@(98,11) 95%, #220 fix@(97,9) 92%\nRESULTS OF YOUR LAST COMMANDS:\n  - attack: 12 units\n  - attack_move: 10 units\n  - move: 1 units\n  - repair #152: ordered\n  - rally #180: ordered\n  - rally #134: ordered\nYOUR NOTES FROM LAST TURN: Enemy base at 95,11. Destroy visible War Factory #159; assault infantry/rockets around 90-93,12, tank #241 approaching. Central infantry advancing east. Refinery #152 repairing; proc is 81% building queue.", "raw": "{\"thoughts\":\"Our assault is inside the exposed enemy base, with two remaining visible structures that should be focused down immediately. Place the ready refinery to strengthen income while local infantry, rockets, and tanks finish the enemy economy and depot; withdraw critically damaged tanks.\",\"notes\":\"Enemy base 95,11; visible refinery #129 and service depot #220 under direct assault. Ready refinery placed now; vehicle queue has 3 light tanks queued.\",\"commands\":[{\"do\":\"place\",\"item\":\"proc\",\"x\":29,\"y\":14},{\"do\":\"attack\",\"units\":[202,219,221,223,224,225,226,227,234,241,211,212,216,218],\"target\":129},{\"do\":\"attack\",\"units\":[235,236,237,238,239,240,244,245],\"target\":220},{\"do\":\"move\",\"units\":[234],\"x\":84,\"y\":16},{\"do\":\"move\",\"units\":[203],\"x\":18,\"y\":18},{\"do\":\"attack_move\",\"units\":[248,249,250],\"x\":88,\"y\":12},{\"do\":\"harvest\",\"unit\":132},{\"do\":\"harvest\",\"unit\":153},{\"do\":\"harvest\",\"unit\":205}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1736, "completion_tokens": 331, "total_tokens": 2067, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1734, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.0091421, "upstream_inference_prompt_cost": 0.0047729, "upstream_inference_completions_cost": 0.0043692}, "completion_tokens_details": {"reasoning_tokens": 73, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.07, "thoughts": "Our assault is inside the exposed enemy base, with two remaining visible structures that should be focused down immediately. Place the ready refinery to strengthen income while local infantry, rockets, and tanks finish the enemy economy and depot; withdraw critically damaged tanks.", "notes": "Enemy base 95,11; visible refinery #129 and service depot #220 under direct assault. Ready refinery placed now; vehicle queue has 3 light tanks queued.", "commands": [{"do": "place", "item": "proc", "x": 29, "y": 14}, {"do": "attack", "units": [202, 219, 221, 223, 224, 225, 226, 227, 234, 241, 211, 212, 216, 218], "target": 129}, {"do": "attack", "units": [235, 236, 237, 238, 239, 240, 244, 245], "target": 220}, {"do": "move", "units": [234], "x": 84, "y": 16}, {"do": "move", "units": [203], "x": 18, "y": 18}, {"do": "attack_move", "units": [248, 249, 250], "x": 88, "y": 12}, {"do": "harvest", "unit": 132}, {"do": "harvest", "unit": 153}, {"do": "harvest", "unit": 205}], "feedback": ["place proc: ordered (auto-relocated near base if the spot was invalid)", "attack: 14 units", "attack: 8 units", "move: 1 units", "move: 1 units", "attack_move: 3 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 10600, "deaths_cost": 7700, "units_killed": 29, "units_lost": 43, "buildings_killed": 7, "buildings_lost": 0, "assets_value": 18400, "army_value": 5800, "income": 6500, "experience": 106, "order_count": 90}}
{"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 ukraine (Soviet). Home/start cell (95, 11). Map 'Singles' playable cells x 2..109, y 2..51. Likely enemy start: [(12, 16)].\nECONOMY: cash $0 + stored ore $0 (storage 0), power 0 made / 30 used LOW POWER - production slowed, build power!, harvesters 2.\nSCORE: assets $3400, army $2200, killed $7700 (43 units, 0 bldgs), lost $12000 (29 units, 8 bldgs). Map explored 23.1%.\nPRODUCTION: all queues idle\nCAN PRODUCE NOW:\nYOUR BUILDINGS (id type @cell hp):\n  #220 fix@(97,9) 82%\nYOUR UNITS (2) (id type @cell hp, * = idle):\n  harv (Ore Truck (harvester)) x2: #130@(102,26) #209@(99,13)\nVISIBLE ENEMY UNITS (14):\n  #202 e1@(93,11) 100%, #211 e3@(93,12) 88%, #212 e3@(92,12) 30%, #216 e3@(93,12) 78%, #218 e3@(93,12) 6%, #219 e1@(93,11) 14%, #221 e1@(92,12) 100%, #223 e1@(93,12) 100%, #224 e1@(93,11) 89%, #225 e1@(93,12) 100%, #226 e1@(93,11) 94%, #227 e1@(93,11) 100%, #235 e1@(92,9) 100%, #241 1tnk@(94,12) 100%\nVISIBLE ENEMY BUILDINGS (0):\n  none\nYOUR NOTES FROM LAST TURN: Construction Yard appears lost. Only proc+fix remain. Enemy infantry/tank swarm near (92,12) attacking base. Need to check if cyard can be rebuilt or if game is nearly lost. Keep harvesters mining, avoid combat.", "raw": "{\"thoughts\":\"No construction yard, no combat units, enemy swarm nearby. Situation is dire - just try to keep harvesters alive and away from enemy.\",\"notes\":\"Lost construction yard, only fix+harvesters left. Enemy swarm at (92-94,9-12). Likely losing this game; try to survive with harvesters, avoid enemy contact.\",\"commands\":[{\"do\":\"move\",\"units\":[130],\"x\":102,\"y\":30},{\"do\":\"move\",\"units\":[209],\"x\":100,\"y\":20}]}", "routed_model": "anthropic/claude-sonnet-5", "usage": {"prompt_tokens": 1925, "completion_tokens": 174, "total_tokens": 2099, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 0, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00559, "upstream_inference_prompt_cost": 0.00385, "upstream_inference_completions_cost": 0.00174}, "completion_tokens_details": {"reasoning_tokens": 0, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 3.52, "thoughts": "No construction yard, no combat units, enemy swarm nearby. Situation is dire - just try to keep harvesters alive and away from enemy.", "notes": "Lost construction yard, only fix+harvesters left. Enemy swarm at (92-94,9-12). Likely losing this game; try to survive with harvesters, avoid enemy contact.", "commands": [{"do": "move", "units": [130], "x": 102, "y": 30}, {"do": "move", "units": [209], "x": 100, "y": 20}], "feedback": ["move: 1 units", "move: 1 units"], "stats": {"win_state": "Undefined", "faction": "ukraine", "bot_type": "llm-arena", "kills_cost": 7700, "deaths_cost": 12000, "units_killed": 43, "units_lost": 29, "buildings_killed": 0, "buildings_lost": 8, "assets_value": 3400, "army_value": 0, "income": 4000, "experience": 70, "order_count": 92}}
{"tick": 11601, "slot": "Multi1", "model": "openai/gpt-5.6-terra", "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 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 8000), power 198 made / 170 used, harvesters 4.\nSCORE: assets $20900, army $10200, killed $12000 (29 units, 8 bldgs), lost $7700 (43 units, 0 bldgs). Map explored 28.4%.\nPRODUCTION: Vehicle: 1tnk 43%; Vehicle: 1tnk 0%; Vehicle: 1tnk 0%\nCAN PRODUCE NOW:\n  Building: syrd Naval Yard $1000, dome Radar Dome $1500, weap War Factory $2000, proc Ore Refinery $1400, powr Power Plant $300, tent Allied Barracks $500, fix Service Depot $1200\n  Defense: pbox Pillbox $600, hbox Camo Pillbox $750, gun Turret $800, silo Ore Silo $150, sbag Sandbag Wall $30, brik Concrete Wall $200\n  Infantry: e1 Rifle Infantry $100, e3 Rocket Soldier $300, e6 Engineer $400, medi Medic $200\n  Vehicle: 1tnk Light Tank $700, harv Ore Truck (harvester) $1100, jeep Ranger $500, truk Supply Truck $500\nYOUR BUILDINGS (id type @cell hp):\n  #122 fact@(12,16) 100%, #124 powr@(16,17) 98%, #131 proc@(19,14) 99%, #134 tent@(15,21) 100%, #152 proc@(23,15) 2%, #180 weap@(9,16) 100%, #186 powr@(12,13) 100%, #204 proc@(26,14) 90%, #251 proc@(10,19) 100%\nYOUR UNITS (30) (id type @cell hp, * = idle):\n  1tnk (Light Tank) x4: #203@(18,18)4%* #234@(84,16)20%* #241@(94,12) #250@(34,20)\n  e1 (Rifle Infantry) x18: #202@(93,11) #219@(93,11)14% #221@(92,12)* #223@(93,12)* #224@(93,11)89% #225@(93,12) #226@(93,11)94% #227@(93,11) #235@(92,9) #236@(90,11) #237@(88,12) #238@(79,14) #239@(77,16) #240@(72,21) #244@(66,27) #245@(63,27) #248@(38,26) #249@(35,24)\n  e3 (Rocket Soldier) x4: #211@(93,12)88% #212@(92,12)30%* #216@(93,12)78%* #218@(93,12)6%\n  harv (Ore Truck (harvester)) x4: #132@(24,3)72% #153@(21,12)57% #205@(26,5) #252@(3,25)\nVISIBLE ENEMY UNITS (0):\n  none\nVISIBLE ENEMY BUILDINGS (1):\n  #220 fix@(97,9) 82%\nRESULTS OF YOUR LAST COMMANDS:\n  - place proc: ordered (auto-relocated near base if the spot was invalid)\n  - attack: 14 units\n  - attack: 8 units\n  - move: 1 units\n  - move: 1 units\n  - attack_move: 3 units\nYOUR NOTES FROM LAST TURN: Enemy base 95,11; visible refinery #129 and service depot #220 under direct assault. Ready refinery placed now; vehicle queue has 3 light tanks queued.", "raw": "{\"thoughts\":\"Our forward infantry force is entrenched at the enemy start and the Service Depot is the only visible remaining target. Finish it while damaged tanks retreat, and keep the fresh light tanks rallied toward the assault corridor.\",\"notes\":\"Enemy base at 95,11; destroy visible Service Depot #220 and continue scouting/attacking around enemy start. Refinery #152 is critically damaged and under repair.\",\"commands\":[{\"do\":\"repair\",\"building\":152},{\"do\":\"attack\",\"units\":[202,219,221,223,224,225,226,227,235,236,237,241,211,212,216,218,234],\"target\":220},{\"do\":\"attack_move\",\"units\":[238,239,240,244,245,248,249,250],\"x\":95,\"y\":11},{\"do\":\"move\",\"units\":[203],\"x\":18,\"y\":18},{\"do\":\"rally\",\"building\":180,\"x\":82,\"y\":15},{\"do\":\"stance\",\"units\":[202,219,221,223,224,225,226,227,235,236,237,211,212,216,218],\"stance\":\"attack_anything\"}]}", "routed_model": "openai/gpt-5.6-terra", "usage": {"prompt_tokens": 1725, "completion_tokens": 395, "total_tokens": 2120, "cost": 0, "is_byok": true, "prompt_tokens_details": {"cached_tokens": 0, "cache_write_tokens": 1723, "audio_tokens": 0, "video_tokens": 0}, "cost_details": {"upstream_inference_cost": 0.00995665, "upstream_inference_prompt_cost": 0.00474265, "upstream_inference_completions_cost": 0.005214}, "completion_tokens_details": {"reasoning_tokens": 145, "image_tokens": 0, "audio_tokens": 0}}, "latency_s": 4.4, "thoughts": "Our forward infantry force is entrenched at the enemy start and the Service Depot is the only visible remaining target. Finish it while damaged tanks retreat, and keep the fresh light tanks rallied toward the assault corridor.", "notes": "Enemy base at 95,11; destroy visible Service Depot #220 and continue scouting/attacking around enemy start. Refinery #152 is critically damaged and under repair.", "commands": [{"do": "repair", "building": 152}, {"do": "attack", "units": [202, 219, 221, 223, 224, 225, 226, 227, 235, 236, 237, 241, 211, 212, 216, 218, 234], "target": 220}, {"do": "attack_move", "units": [238, 239, 240, 244, 245, 248, 249, 250], "x": 95, "y": 11}, {"do": "move", "units": [203], "x": 18, "y": 18}, {"do": "rally", "building": 180, "x": 82, "y": 15}, {"do": "stance", "units": [202, 219, 221, 223, 224, 225, 226, 227, 235, 236, 237, 211, 212, 216, 218], "stance": "attack_anything"}], "feedback": ["repair #152: ordered", "attack: 17 units", "attack_move: 8 units", "move: 1 units", "rally #180: ordered", "stance: 15 units"], "stats": {"win_state": "Undefined", "faction": "england", "bot_type": "llm-arena", "kills_cost": 12000, "deaths_cost": 7700, "units_killed": 29, "units_lost": 43, "buildings_killed": 8, "buildings_lost": 0, "assets_value": 20900, "army_value": 5800, "income": 6000, "experience": 120, "order_count": 91}}
