Text Classification
Laya
Safetensors
English
modernbert
red-alert-2
real-time-strategy
choice-model
supervised-fine-tuning
custom-inference
Instructions to use jayzou3773/laya-ra2-v33 with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Laya
How to use jayzou3773/laya-ra2-v33 with Laya:
# No code snippets available yet for this library. # To use this model, check the repository files and the library's documentation. # Want to help? PRs adding snippets are welcome at: # https://github.com/huggingface/huggingface.js
- Notebooks
- Google Colab
- Kaggle
Release RA2 v33 fine-tuned Laya with frozen policy, context/choice documentation and verified examples
4d147e2 verified Download examples/multi-stage-trace.json from jayzou3773/laya-ra2-v33: direct link, hf CLI and curl.
- Browser
- Download file 28.2 kB
-
https://huggingface.co/jayzou3773/laya-ra2-v33/resolve/main/examples/multi-stage-trace.json
- Command line
-
hf download hf://jayzou3773/laya-ra2-v33/examples/multi-stage-trace.json
-
curl -L -o multi-stage-trace.json https://huggingface.co/jayzou3773/laya-ra2-v33/resolve/main/examples/multi-stage-trace.json
28.2 kB
| { | |
| "tick": 351, | |
| "stages": [ | |
| { | |
| "stageIndex": 1, | |
| "dimensions": { | |
| "next_action": "intent" | |
| }, | |
| "parts": { | |
| "essential": [ | |
| "Decision stage 1 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.", | |
| "Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.", | |
| "Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.", | |
| "Tick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.", | |
| "Macro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.", | |
| "Buildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.", | |
| "Recommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.", | |
| "Currently visible enemy: none. ", | |
| "Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.", | |
| "A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.", | |
| "Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.", | |
| "Commands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.", | |
| "Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.", | |
| "No military combat command has been accepted yet. Existing orders continue between decisions." | |
| ], | |
| "details": [ | |
| "Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival." | |
| ], | |
| "memory": [], | |
| "logs": [ | |
| "t351: Observed structures Ready at 100%.", | |
| "t0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.", | |
| "t27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified." | |
| ] | |
| }, | |
| "questions": { | |
| "next_action": { | |
| "type": "choice", | |
| "instructions": "Choose the next action that advances your strategic objective. Keep useful processes running and protect the means to win. Select the action first; unresolved parameters will be asked next.", | |
| "criteria": { | |
| "A": "Issue no new command; completed power plant remains unplaced", | |
| "B": "Discard completed power plant or demolish owned buildings", | |
| "C": "Place completed power plant; activate its benefit", | |
| "D": "Change diplomatic relations or concede this match" | |
| } | |
| } | |
| }, | |
| "previousChoices": [], | |
| "historicalAnswers": { | |
| "next_action": { | |
| "type": "choice", | |
| "choice": "C", | |
| "probabilities": { | |
| "A": 0, | |
| "B": 0, | |
| "C": 1, | |
| "D": 0 | |
| }, | |
| "confidence": 1, | |
| "answer_confidence": 1, | |
| "action": { | |
| "act_probability": 1 | |
| } | |
| } | |
| }, | |
| "historicalStateText": "Decision stage 1 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.\nMacro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt351: Observed structures Ready at 100%.\nt0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.\nt27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified.", | |
| "historicalTokenAudit": { | |
| "next_action": { | |
| "stateTokens": 726, | |
| "stateRoom": 1960, | |
| "inputTokens": 814, | |
| "options": 4, | |
| "stateTruncated": false | |
| } | |
| } | |
| }, | |
| { | |
| "stageIndex": 2, | |
| "dimensions": { | |
| "next_action": "target" | |
| }, | |
| "parts": { | |
| "essential": [ | |
| "Decision stage 2 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.", | |
| "Prior selections (next_action): s1 C=Place completed power plant; activate its benefit. Bound now: function=60; extra={\"item\":10}. Parameters pending.", | |
| "Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.", | |
| "Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.", | |
| "Tick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.", | |
| "Macro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.", | |
| "Buildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.", | |
| "Recommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.", | |
| "Currently visible enemy: none. ", | |
| "Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.", | |
| "A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.", | |
| "Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.", | |
| "Commands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.", | |
| "Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.", | |
| "No military combat command has been accepted yet. Existing orders continue between decisions." | |
| ], | |
| "details": [ | |
| "Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival." | |
| ], | |
| "memory": [], | |
| "logs": [ | |
| "t351: Observed structures Ready at 100%.", | |
| "t0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.", | |
| "t27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified." | |
| ] | |
| }, | |
| "questions": { | |
| "next_action": { | |
| "type": "choice", | |
| "instructions": "For the previously selected action, choose the target or location, or cancel that pending action. Direct distance is straight-line cells from selected actors, not weapon range.", | |
| "criteria": { | |
| "A": "Cancel this pending action; submit no command for it.", | |
| "B": "More target options: Place power plant at 15,72 ... Place power plant at 15,78", | |
| "C": "More target options: Place power plant at 18,75 ... Place power plant at 14,72", | |
| "D": "More target options: Place power plant at 14,78 ... Place power plant at 16,72", | |
| "E": "More target options: Place power plant at 16,78 ... Place power plant at 18,74", | |
| "F": "More target options: Place power plant at 18,76 ... Place power plant at 13,72", | |
| "G": "More target options: Place power plant at 13,78 ... Place power plant at 17,72" | |
| } | |
| } | |
| }, | |
| "previousChoices": [ | |
| { | |
| "stageIndex": 1, | |
| "group": "next_action", | |
| "dimension": "intent", | |
| "key": "C", | |
| "label": "Place completed power plant; activate its benefit", | |
| "binding": { | |
| "function": 60, | |
| "extra": { | |
| "item": 10 | |
| } | |
| }, | |
| "cancelled": false, | |
| "complete": false | |
| } | |
| ], | |
| "historicalAnswers": { | |
| "next_action": { | |
| "type": "choice", | |
| "choice": "B", | |
| "probabilities": { | |
| "A": 0, | |
| "B": 0.9999, | |
| "C": 0, | |
| "D": 0, | |
| "E": 0, | |
| "F": 0, | |
| "G": 0 | |
| }, | |
| "confidence": 0.9991, | |
| "answer_confidence": 0.9999, | |
| "action": { | |
| "act_probability": 1 | |
| } | |
| } | |
| }, | |
| "historicalStateText": "Decision stage 2 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrior selections (next_action): s1 C=Place completed power plant; activate its benefit. Bound now: function=60; extra={\"item\":10}. Parameters pending.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.\nMacro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt351: Observed structures Ready at 100%.\nt0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.\nt27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified.", | |
| "historicalTokenAudit": { | |
| "next_action": { | |
| "stateTokens": 764, | |
| "stateRoom": 1861, | |
| "inputTokens": 951, | |
| "options": 7, | |
| "stateTruncated": false | |
| } | |
| } | |
| }, | |
| { | |
| "stageIndex": 3, | |
| "dimensions": { | |
| "next_action": "target" | |
| }, | |
| "parts": { | |
| "essential": [ | |
| "Decision stage 3 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.", | |
| "Prior selections (next_action): s1 C=Place completed power plant; activate its benefit -> s2 B=More target options: Place power plant at 15,72 ... Place power plant at 15,78. Bound now: function=60; extra={\"item\":10}. Parameters pending.", | |
| "Previous choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.", | |
| "Red Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.", | |
| "Tick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.", | |
| "Macro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.", | |
| "Buildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.", | |
| "Recommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.", | |
| "Currently visible enemy: none. ", | |
| "Search labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.", | |
| "A finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.", | |
| "Keep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.", | |
| "Commands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.", | |
| "Operating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.", | |
| "No military combat command has been accepted yet. Existing orders continue between decisions." | |
| ], | |
| "details": [ | |
| "Search and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival." | |
| ], | |
| "memory": [], | |
| "logs": [ | |
| "t351: Observed structures Ready at 100%.", | |
| "t0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.", | |
| "t27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified." | |
| ] | |
| }, | |
| "questions": { | |
| "next_action": { | |
| "type": "choice", | |
| "instructions": "For the previously selected action, choose the target or location, or cancel that pending action. Direct distance is straight-line cells from selected actors, not weapon range.", | |
| "criteria": { | |
| "A": "Cancel this pending action; submit no command for it.", | |
| "B": "Place power plant at 15,72", | |
| "C": "Place power plant at 15,78" | |
| } | |
| } | |
| }, | |
| "previousChoices": [ | |
| { | |
| "stageIndex": 1, | |
| "group": "next_action", | |
| "dimension": "intent", | |
| "key": "C", | |
| "label": "Place completed power plant; activate its benefit", | |
| "binding": { | |
| "function": 60, | |
| "extra": { | |
| "item": 10 | |
| } | |
| }, | |
| "cancelled": false, | |
| "complete": false | |
| }, | |
| { | |
| "stageIndex": 2, | |
| "group": "next_action", | |
| "dimension": "target", | |
| "key": "B", | |
| "label": "More target options: Place power plant at 15,72 ... Place power plant at 15,78", | |
| "binding": { | |
| "function": 60, | |
| "extra": { | |
| "item": 10 | |
| } | |
| }, | |
| "cancelled": false, | |
| "complete": false | |
| } | |
| ], | |
| "historicalAnswers": { | |
| "next_action": { | |
| "type": "choice", | |
| "choice": "B", | |
| "probabilities": { | |
| "A": 0, | |
| "B": 0.5004, | |
| "C": 0.49960000000000004 | |
| } | |
| } | |
| }, | |
| "historicalStateText": "Decision stage 3 at tick 351. The simulation is paused at this same tick. No choices in this decision have been submitted or executed yet.\nPrior selections (next_action): s1 C=Place completed power plant; activate its benefit -> s2 B=More target options: Place power plant at 15,72 ... Place power plant at 15,78. Bound now: function=60; extra={\"item\":10}. Parameters pending.\nPrevious choices above are commitments for this decision, not observations of completed actions. Keep their bound parameters. Choose the remaining parameters only; cancellation abandons that group. Shared spending and actor conflicts are checked before submission.\nRed Alert 2. Win by destroying the enemy base, while preserving a viable base, income and combat forces. Only normal fog-of-war information is available. Unseen enemies are unknown.\nTick 351 (23.4s). Credits 9400. Power 0 supply/0 demand. Harvesters 0, idle 0. Army count 0; military units queued 0. Own objects: construction yard:1.\nMacro facts: credits net -600 over 23s (includes spending/refunds, NOT gross income). Harvesters 0: 0 have Gather/Dock orders, 0 idle or diverted. Army 0, recent observed peak 0. Stalled production: none.\nBuildings finishing placement: none. Current production: structures=Ready power plant 100%, 1 queued; armory=Idle; infantry=Idle; vehicles=Idle; ships=Idle; aircraft=Idle.\nRecommended strategic objective: Place the completed power plant to activate it and free the construction queue. This is advice; choose the action and its parameters.\nCurrently visible enemy: none. \nSearch labels distinguish unseen, previously explored/fogged and currently visible public locations. A troop visit records our own nearby combat units, not enemy absence. When searching without visible enemies, try unvisited or stale sectors instead of repeatedly sending troops to a clear point already beside them.\nA finished building must be placed before it can work. Queued production continues while combat troops scout and attack. Ore harvesters collect income; use military units for distant attacks.\nKeep useful buildings and the construction yard functioning. Build an income source, military production, and an army; use the army to find and destroy enemy buildings.\nCommands submitted in previous 23.4s: {\"Deploy\":1,\"Build_NAPOWR\":1}. Submission is not proof of execution.\nOperating loop: mine ore, unload at refinery, fund production, replenish combat losses, then scout and attack with military units. Keep miners on Gather/Dock; do not spam movement or Stop on them. Keep a small military queue funded; a long queue is not an army. Ready buildings need Place; paused useful queues need Resume. Wait is useful while mining, construction or battle orders progress. Add power only for demand, expand income before funds run out, and preserve the base.\nNo military combat command has been accepted yet. Existing orders continue between decisions.\nSearch and cleanup: public starts are only possible enemy locations. Enemies may expand elsewhere. If fighting ends without engine victory, use public map waypoints to search additional sectors; do not repeatedly return the army to your own base. Four offered public grid waypoints rotate every 60 game seconds. A remembered enemy has unknown current survival.\nt351: Observed structures Ready at 100%.\nt0: chose Deploy construction vehicle into a construction yard; enable building production; accepted for processing; effect not yet verified.\nt27: chose Build power plant; supply power, current 0/0; own 0; cost 600; accepted for processing; effect not yet verified.", | |
| "historicalTokenAudit": { | |
| "next_action": { | |
| "stateTokens": 788, | |
| "stateRoom": 1973, | |
| "inputTokens": 863, | |
| "options": 3, | |
| "stateTruncated": false | |
| } | |
| } | |
| } | |
| ], | |
| "historicalSelectedActions": [ | |
| { | |
| "label": "Place power plant at 15,72", | |
| "action": { | |
| "function": 60, | |
| "world": 10527, | |
| "extra": { | |
| "item": 10 | |
| } | |
| }, | |
| "cost": 0, | |
| "placementKey": "NAPOWR:10527", | |
| "key": "L2", | |
| "functionLabel": "Place completed power plant; cost already paid; activate its benefit", | |
| "intent": { | |
| "id": "base", | |
| "label": "Place completed power plant; activate its benefit" | |
| }, | |
| "group": "next_action" | |
| } | |
| ] | |
| } | |