---
title: "GPT-5.6 Terra vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g2.html
description: "Jev Router destroyed the enemy base. Watch the full game with both models' reasoning and the run's evaluation."
updated: 2026-09-28
publisher: Jetty (https://jetty.io)
---

02 — Run · Round 1 · Round robin · rr-jev-gpt56terra-g2

# GPT-5.6 Terra vs Jev Router

Jev Router destroyed the enemy base after 6.0 game-minutes · 8.9 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/3bb0113c)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-gpt56terra-g2.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g2/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g2/runtime_config.json)
[Validation report](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g2/validation_report.json)

LOSS england · west

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$1,300Value lost$17,900
Units killed / lost11 / 43Buildings killed / lost0 / 9
Peak army$2,300Orders issued68
Decision turns (failed)45 (0)Mean latency3.4sModel cost$0.316

WIN russia · east

Jev Router

typesafe/jev-router

Value destroyed$18,800Value lost$2,200
Units killed / lost48 / 16Buildings killed / lost9 / 0
Peak army$7,400Orders issued95
Decision turns (failed)45 (0)Mean latency4.9sModel cost$0.078

## Evaluation

passchecks **7/7** verdict computed from the gating checks

Round-1 run: written before the runbook moved to evals v2, so these are the older self-reported checks.

| Status | Kind | Check | Detail |
| --- | --- | --- | --- |
| pass | code\_check | result-json | result json |
| pass | code\_check | has-winner | has winner |
| pass | code\_check | decisions-logged | decisions logged |
| pass | code\_check | replay-saved | replay saved |
| pass | code\_check | video-rendered | video rendered |
| pass | code\_check | no-llm-outage | no llm outage |
| pass | code\_check | video-complete | video complete |

## Decision timeline

What each model saw as its situation and what it ordered, every 8 game-seconds. Click a turn to jump the video there.

## Decision timeline

Every 8 game-seconds each model received a text briefing and replied with its reasoning and commands. Time is game time.

- **0:00 GPT-5.6 Terra**: Deploy immediately and begin the standard power/economy opening. The enemy is likely far northeast, so prioritize rapid base development first.
- **0:00 Jev Router**: Starting the match. Deploying MCV immediately to set up Construction Yard and beginning production of a Power Plant.
- **0:08 GPT-5.6 Terra**: Construction Yard is deployed and the first Power Plant is underway. I will place it as soon as ready, then immediately establish ore income with a refinery.
- **0:08 Jev Router**: Opening is underway: MCV deployed, power plant started. Next step is to place the power plant when ready and queue the ore refinery for income.
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed with ample starting cash. Start the power plant immediately, then place it and establish refinery-based income.
- **0:16 Jev Router**: Opening turn: queue is idle and no power plant exists yet. Build the power plant now, then proceed with refinery and barracks.
- **0:24 GPT-5.6 Terra**: Construction Yard is deployed with ample starting cash. Place the ready power plant and immediately begin an Ore Refinery to establish income.
- **0:24 Jev Router**: We have a Construction Yard already and a ready Power Plant. Place it, then start the Ore Refinery for economy and keep the building queue busy.
- **0:32 GPT-5.6 Terra**: Construction Yard and initial power are established. Start the first refinery immediately for income, then place it and expand into infantry and vehicle production.
- **0:32 Jev Router**: Economy is the priority. I have a power plant up and $4700 cash but no income. Build the refinery next to get a harvester and start mining.
- **0:40 GPT-5.6 Terra**: First refinery is under construction; preserve cash for immediate placement and follow with barracks plus a second refinery. Enemy is expected in the far northeast.
- **0:40 Jev Router**: Opening is on track: powr done, proc at 23%. Nothing to train yet (no barracks). Just let the refinery finish, then immediately queue barracks and more power.
- **0:48 GPT-5.6 Terra**: First refinery is still under construction. As soon as it completes, place it and immediately continue the economic opening with a barracks and second refinery.
- **0:48 Jev Router**: Refinery is currently at 47% and building steadily. Waiting for it to complete so we can place it, deploy the harvester, and start our barracks and war factory.
- **0:56 GPT-5.6 Terra**: First refinery is nearly ready; place it immediately next turn, then establish infantry scouting and a second income source.
- **0:56 Jev Router**: Proc is at 70%, nothing else to do this turn. Waiting for it to complete so I can place it and then queue barracks and war factory.
- **1:04 GPT-5.6 Terra**: First refinery is nearly ready and must be placed immediately to begin income. I will follow with a barracks for scouting infantry, then expand the ore economy.
- **1:04 Jev Router**: Proc still finishing (94%). Nothing to spend cash on yet while the single Building queue is busy. Wait one more tick, then place the refinery and start the barracks.
- **1:12 GPT-5.6 Terra**: First refinery is ready and must be placed immediately to begin income. Barracks is already building; once online, infantry will scout toward the likely northeast enemy start.
- **1:12 Jev Router**: Refinery is ready and I have plenty of cash. Place it near the base toward open ground, then start the barracks to get infantry production going. Economy first: after barracks I'll add a war factory and a second refinery.
- **1:20 GPT-5.6 Terra**: Barracks is nearly complete and the first refinery is operating. I will place the barracks immediately, produce scouts, and start a second refinery to accelerate income.
- **1:20 Jev Router**: Barracks is nearly done. With only one harvester, economy needs a second refinery soon, but I also need a War Factory for tanks. Queue refinery after barracks; harvester keeps mining.
- **1:28 GPT-5.6 Terra**: Barracks is ready and the second refinery is underway. Place the barracks, begin infantry scouting, and keep the ore truck mining while building toward a War Factory.
- **1:28 Jev Router**: Barracks is ready to place. I'll place it, queue a few rifle infantry to scout toward the likely enemy start at (12,16), and keep the proc building. Harvester is mining fine.
- **1:36 GPT-5.6 Terra**: Second refinery is underway and the barracks is now active. I will begin infantry scouting toward the northeast while saving for a War Factory immediately after the refinery completes.
- **1:36 Jev Router**: Opening is on track: powr, proc, barr done, second proc building. Need to get infantry out to scout west and keep economy going. Cash is fine.
- **1:44 GPT-5.6 Terra**: Second refinery is nearing completion, and the initial rifle group should scout toward the likely northeast enemy start while production remains queued. Once the refinery is placed, add power before starting a War Factory.
- **1:44 Jev Router**: Economy is decent ($2328) with a 2nd refinery cooking and 2 e1s queued. I'll keep infantry producing, send my 3 riflemen west to scout toward the likely enemy base, and queue a War Factory next for tanks.
- **1:52 GPT-5.6 Terra**: Second refinery is nearly ready and will strengthen income with a free harvester. Continue scouting aggressively toward the likely enemy start while rocket soldiers begin joining the forward force.
- **1:52 Jev Router**: Economy ramping: 2nd proc nearly done (70%), infantry queue busy. Keep producing units and push scouts west toward the likely enemy start (12,16) to locate their base. Queue an e3 for anti-armor insurance.
- **2:00 GPT-5.6 Terra**: Second refinery is ready and will strengthen income. Add power for the upcoming War Factory while our infantry scouts northeast toward the expected enemy position.
- **2:00 Jev Router**: Proc nearly done, queues busy. Send idle rifle infantry west to scout toward the enemy start while keeping production going. Once proc completes I'll place it and then start a War Factory.
- **2:08 GPT-5.6 Terra**: Second refinery is ready and should be placed immediately to expand income. Power remains sufficient afterward, so save cash for a War Factory while the scout continues northeast toward the enemy start.
- **2:08 Jev Router**: Place the ready 2nd refinery for a free harvester and more income, then start the War Factory (queue it even before fully affordable). Keep infantry production running and push the scout group further west toward the likely enemy base at (12,16).
- **2:16 GPT-5.6 Terra**: Second refinery is online and the ready power plant will provide ample capacity for a War Factory. Our scout group should continue northeast while cash is saved for the factory.
- **2:16 Jev Router**: Economy is solid (2 procs, 2 harvesters), war factory at 16%. Scout squad of 7 riflemen is pushing west; I'll keep them moving toward the enemy start (12,16) to locate the base. Infantry queues are already full, so I'll just let them run and hold rocket soldiers near base as defense.
- **2:24 GPT-5.6 Terra**: Our scouting force is advancing across the map while the base has solid early income and ample power. Keep infantry production active, reinforce the forward scout, and preserve funds for the War Factory as ore is delivered.
- **2:24 Jev Router**: Weap is at 32% and cash is low, so we save money to finish it without delays. Scouting e1 squad continues moving west toward the enemy base at (12, 16).
- **2:32 GPT-5.6 Terra**: Our scouting force is approaching the enemy approach route while income from two refineries should soon fund a War Factory. Keep infantry production active, eliminate the spotted rifleman, and press the scout group toward the likely enemy base.
- **2:32 Jev Router**: Economy is starved ($1 cash), so all production is throttled until harvesters deliver. Continue weap (46%) and the queued e3. Push the western scout group to kill the wounded enemy e3 at (58,28) and keep probing toward the enemy base at (12,16). Keep base defenders and harvesters safe.
- **2:40 GPT-5.6 Terra**: Our economy is healthy with two refineries and ample power; save incoming funds for the War Factory rather than spending on static defenses. The scouting infantry should press east toward the suspected enemy position while new infantry reinforce behind them.
- **2:40 Jev Router**: Economy is starved ($1 cash, 0 stored ore) so I must get both harvesters mining immediately. Continue pushing the western scout group toward the likely enemy base at (12,16) and keep the war factory finishing.
- **2:48 GPT-5.6 Terra**: Our economy is healthy but cash is temporarily tied up in queued infantry; let those complete while the forward scouts press toward the likely enemy side. Keep the rocket soldier moving with the rifle screen and avoid spending on unnecessary power.
- **2:48 Jev Router**: Economy is starved ($1 cash) - harvesters must keep mining and I need to avoid over-queuing infantry. Scout group is pushing west toward likely enemy at (12,16); I'll keep them advancing while base guards hold. War Factory at 60% will give tanks next.
- **2:56 GPT-5.6 Terra**: Two refineries and ample power are established; preserve cash flow for the War Factory while infantry scouts push toward the enemy’s likely eastern start. Keep barracks production active with cheap rifles.
- **2:56 Jev Router**: Cash is depleted at $0, so production is throttled; best to keep a small infantry queue and let harvesters refill. War factory nearly done will give us armor. Scout e1s should push west toward the suspected enemy start while base guards hold.
- **3:04 GPT-5.6 Terra**: War Factory is now affordable and essential to transition into vehicles. Keep the scouting force advancing toward the enemy start while rifle reinforcements continue training.
- **3:04 Jev Router**: Cash is $0 so nothing new can be queued; weap is nearly done. Keep infantry/army staged near base entrance to defend against the enemy scout while income builds up. Save for a tank once weap finishes.
- **3:12 GPT-5.6 Terra**: War Factory is nearing completion and our infantry screen is advancing toward the enemy start. Keep infantry production active, reinforce with rockets, and continue scouting east-northeast while saving the building queue for a third refinery after the factory is placed.
- **3:12 Jev Router**: Cash is tight ($293, ore trickling). War Factory is nearly done so keep it and queue cheap rifle infantry to fill idle barracks queues. Send the two western units to scout toward the likely enemy start (12,16), and keep the base cluster on defend.
- **3:20 GPT-5.6 Terra**: War Factory is still constructing and infantry production is fully queued. Our forward infantry should eliminate the exposed enemy squad and keep pressing east toward the likely base while the economy accumulates for tanks.
- **3:20 Jev Router**: Weap is at 99%, so next turn I'll start tank production. Cash is tight ($0), so avoid new spending. Keep the western scouts pushing toward the enemy start and hold base guards.
- **3:28 GPT-5.6 Terra**: War Factory is halfway complete and the infantry spearhead has reached enemy contact. Focus-fire the exposed enemy troops while continuing the push toward the likely northeastern base; queue rockets to support imminent vehicle production.
- **3:28 Jev Router**: Cash is at $0 so I need harvesters working (they are). I'll place the War Factory now, queue tanks as cash arrives, and push my idle infantry west to pressure the enemy units spotted at (56,28).
- **3:36 GPT-5.6 Terra**: War Factory is nearly complete; keep the infantry pressure moving toward the likely enemy base while withdrawing badly damaged scouts. Place the War Factory immediately next turn and transition into vehicle production.
- **3:36 Jev Router**: We're at low power (100/110) which is throttling production, and cash is $0 so income is the bottleneck. Priority: build a power plant and keep harvesters mining. The 13-unit squad is already pushing west; continue advancing them toward the enemy start at (12,16).
- **3:44 GPT-5.6 Terra**: War Factory is nearly complete; maintain infantry pressure toward the suspected Soviet base while withdrawing the two critically damaged front units. Place the War Factory immediately next turn, then begin vehicle production and a Service Depot.
- **3:44 Jev Router**: Power plant is building to resolve low power. Advancing our infantry force of 21 units west toward the enemy base at (12, 16). Saving credits for Service Depot to unlock Heavy Tanks.
- **3:52 GPT-5.6 Terra**: War Factory is about to complete; place it immediately and use it for armor production once ore income arrives. Keep the healthier infantry scouting east toward the suspected enemy base while damaged troops fall back.
- **3:52 Jev Router**: Low power is slowing everything, and the powr at 73% will fix it. Cash is nearly zero so I can't start new construction yet; keep the infantry army pushing west toward the enemy start (12,16) and rally new units to the front. Send the idle harvester back to mining.
- **4:00 GPT-5.6 Terra**: War Factory is ready and must be deployed immediately to unlock vehicle production. Our scouts are advancing toward the enemy's likely eastern base while damaged infantry fall back.
- **4:00 Jev Router**: Low power is stalling everything — place the ready Power Plant now, get both harvesters mining, start a new Refinery for income (and its free harvester), and keep pushing the army west toward the enemy start at (12,16).
- **4:08 GPT-5.6 Terra**: The second refinery is underway and power is ample. Keep the forward force pushing toward the likely enemy base while withdrawing the two badly damaged infantry units and ensuring both trucks are mining.
- **4:08 Jev Router**: My ~20 infantry are massed at (56,28) with an enemy rocket soldier just west; I should push them toward the enemy base at (12,16) while keeping economy running. Cash is tight ($0 + 691 ore) so I'll rely on the in-progress refinery and keep queueing cheap units.
- **4:16 GPT-5.6 Terra**: Second refinery is building and power is ample. Keep the healthy scouting force advancing toward the likely enemy base while wounded infantry fall back, and spend available cash on rifles.
- **4:16 Jev Router**: No enemies visible, army is pushing west toward the enemy base at (12,16). Cash is $0 so no new production; just keep the army advancing and let the proc finish. Consolidate the idle units with the main push.
- **4:24 GPT-5.6 Terra**: Third refinery is nearly complete, which will strengthen our economy; immediately place it and transition toward more vehicle production. Our small infantry probe should eliminate the exposed enemy rifle while continuing east toward the likely enemy base.
- **4:24 Jev Router**: Army is engaged with an enemy rifleman near (38,24) and pushing west toward the enemy base at (12,16). Cash is $0 so no new production is affordable; keep the attack moving and protect the blob by pulling the near-dead unit back.
- **4:32 GPT-5.6 Terra**: Third refinery is nearly complete and will strengthen the economy. Our scattered rifles should clear the nearby enemy scouts while pushing northeast toward the likely enemy base; the badly wounded home defenders stay back.
- **4:32 Jev Router**: Economy stalled at $0 cash so I can't start new construction; building queue (proc 66%) and infantry queue will finish on their own. My army is a large infantry blob fighting west toward the enemy start (12,16). I'll continue the push with all_army toward the enemy base while the very low-HP units fall back.
- **4:40 GPT-5.6 Terra**: A third refinery is ready and must be placed to strengthen income. Our small infantry screen should eliminate the nearby enemy rocket soldier while harvesters continue mining; save toward a Service Depot for Medium Tank production.
- **4:40 Jev Router**: Cash is empty, so no new production; just keep the building queue on the refinery and push the whole infantry blob west toward the enemy base at (12,16). Regroup the scattered rear units by sending them with the main attack.
- **4:48 GPT-5.6 Terra**: We are critically low power and have no standing combat force while enemy infantry are at the base perimeter. Restore power immediately, mass rifle infantry from the barracks, and keep all three harvesters mining to fund a War Factory tank force.
- **4:48 Jev Router**: My 26-unit infantry blob is already at the enemy base perimeter (17-22,16) but not attacking the buildings. I'll send them onto the base to finish it. Cash is $0 so no new units until refineries come online; proc is nearly done.
- **4:56 GPT-5.6 Terra**: Enemy infantry are directly at the base while we have no visible combat force, so stabilize with a turret and restore power immediately. Keep harvesters mining and repair the damaged barracks while infantry queues complete.
- **4:56 Jev Router**: Army is at the enemy base but idle/damaged; need to press the attack on enemy buildings to finish them. Also place the ready refinery for economy and keep cheap infantry production flowing since cash is near zero.
- **5:04 GPT-5.6 Terra**: Enemy infantry are inside the base while power is about to finish; get power online immediately, repair the damaged refinery, and rush light tanks from the War Factory to clear the invasion.
- **5:04 Jev Router**: Cash is at $0 but economy is running (3 harvesters for 3 refineries). Our ~26-unit infantry blob is already inside the enemy base grinding it down. I'll push the attack home, queue a Service Depot to unlock tanks later, and make sure harvesters stay mining.
- **5:12 GPT-5.6 Terra**: Enemy infantry are inside the base while our only immediate defense is the War Factory queue. Restore power immediately, keep the harvesters mining, and repair the critically damaged Construction Yard while light tanks complete.
- **5:12 Jev Router**: Cash is at $0 so production is stalled; economy must recover. My army is mostly already at the enemy base (12,16) where their Fact is at 33% HP — concentrate everything and finish it off. Continue the fix and keep harvesters mining.
- **5:20 GPT-5.6 Terra**: Our Construction Yard is gone and enemy infantry are inside the base; preserving the damaged War Factory and getting its queued light tanks out is critical. Restore power, keep all harvesters mining, and repair the factory while tank production continues.
- **5:20 Jev Router**: Enemy base nearly destroyed - just proc and weap left. Consolidate idle units near enemy base to finish them off, keep stragglers moving in, and let production continue as cash allows.
- **5:28 GPT-5.6 Terra**: Our Construction Yard and production structures are gone, leaving only three ore trucks and two refineries. Preserve the remaining economy and repair the critically damaged refinery while trucks continue mining.
- **5:28 Jev Router**: Enemy base nearly wiped - only a 15% ore refinery visible at (12,16). Most of my army is already clustered there. Finish it off with all_army and keep the queues running.
- **5:36 GPT-5.6 Terra**: Only the refinery and three harvesters remain, with no Construction Yard or production structures. Preserve remaining value by keeping all harvesters mining while awaiting any opportunity.
- **5:36 Jev Router**: Enemy base at (12,16) appears wiped out (no visible enemy buildings/units) but the game hasn't ended, so remaining enemy structures must be in unexplored territory (only 28% explored). I'll sweep my army south and southeast to find them, keep production running, and finish the Service Depot.
- **5:44 GPT-5.6 Terra**: Our base is effectively destroyed and the remaining refinery cannot rebuild infrastructure. Use the three ore trucks to eliminate the nearby weakened infantry while keeping them active around ore.
- **5:44 Jev Router**: Enemy main base already destroyed. One enemy proc at (8,21) with two harvesters is exposed near our western force. I'll place the Service Depot, then send the western infantry group to finish off the proc and harvesters while the rest sweeps south.
- **5:52 GPT-5.6 Terra**: We have lost all construction and combat production, leaving only the refinery and one functional ore truck. I will attempt to use the truck to crush the nearby infantry while keeping it active, and repair the refinery if possible.
- **5:52 Jev Router**: Enemy main base is destroyed; only an isolated enemy refinery #151 at (8,21) remains visible. I need to finish off any remaining enemy buildings to win. My western infantry blob is right there, so I'll send it to attack the refinery while the southeastern group sweeps toward the old enemy base for hidden structures.

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Source: https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g2.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
