---
title: "Claude Sonnet 5 vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/rr-jev-sonnet5-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-sonnet5-g2

# Claude Sonnet 5 vs Jev Router

Jev Router destroyed the enemy base after 5.0 game-minutes · 9.1 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/563b10ca)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-sonnet5-g2.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g2/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g2/runtime_config.json)
[Validation report](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g2/validation_report.json)

LOSS russia · west

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$100Value lost$12,700
Units killed / lost1 / 2Buildings killed / lost0 / 12
Peak army$0Orders issued47
Decision turns (failed)38 (0)Mean latency5.2sModel cost$0.236

WIN germany · east

Jev Router

typesafe/jev-router

Value destroyed$12,700Value lost$100
Units killed / lost2 / 1Buildings killed / lost12 / 0
Peak army$2,600Orders issued66
Decision turns (failed)38 (0)Mean latency4.6sModel cost$0.081

## 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 Claude Sonnet 5**: Deploy MCV to start base, then queue power plant.
- **0:00 Jev Router**: Game start. I need to deploy my MCV immediately to get a Construction Yard, then start the standard opening with a power plant.
- **0:08 Claude Sonnet 5**: Start economy: build power plant then refinery.
- **0:08 Jev Router**: MCV deployed to Construction Yard. Power plant should be ready or nearly ready. I'll place it and queue the ore refinery next to get economy rolling.
- **0:16 Claude Sonnet 5**: Place power plant near base, then queue refinery and barracks.
- **0:16 Jev Router**: Only a Construction Yard exists; nothing is ready. Queue a power plant immediately and continue the standard opening (powr -> proc -> barr -> weap).
- **0:24 Claude Sonnet 5**: Continue economy buildup: build ore refinery now that power is up, then barracks.
- **0:24 Jev Router**: Power plant is ready. Placing it and immediately ordering an Ore Refinery to establish economy.
- **0:32 Claude Sonnet 5**: Proc is building, continue economic buildup. Queue barracks next once proc done.
- **0:32 Jev Router**: Economy is the priority: build the Ore Refinery now to get income and a free harvester. Power is fine (100/0). No units yet, nothing to scout or attack.
- **0:40 Claude Sonnet 5**: Proc still building. Queue barracks and power for economy expansion, plan war factory next.
- **0:40 Jev Router**: Ore Refinery is still building (23%); building queue is busy so there's nothing new to start. Cash is healthy at $4375, so once the refinery is placed I'll get a free harvester and immediately start the barracks, then a war factory for tanks.
- **0:48 Claude Sonnet 5**: proc and barr are building already. Let power grow, keep queue moving, no idle actions needed yet.
- **0:48 Jev Router**: Refinery is currently building at 47%. Waiting for completion to place it and transition into barracks and war factory.
- **0:56 Claude Sonnet 5**: Proc and barracks are building. Keep economy expanding and prepare for war factory next.
- **0:56 Jev Router**: Proc still building (70%). No barracks or units yet, so nothing else to do this turn but wait and be ready to place the refinery.
- **1:04 Claude Sonnet 5**: Place the ready proc, continue building power and barracks queue.
- **1:04 Jev Router**: Opening is on track: Power Plant done, Refinery at 94%. Nothing to command yet (no units, queue busy). Next turn I'll place the refinery and immediately start a barracks.
- **1:12 Claude Sonnet 5**: Place ready power plant, continue building barracks, queue another power plant and ore refinery for economy growth.
- **1:12 Jev Router**: Place the ready refinery near ore to get income and a free harvester, then queue the barracks so I can start scouting and defending. Power is fine for now (100 made, low use).
- **1:20 Claude Sonnet 5**: Place the ready power plant, keep barracks building, queue an ore refinery for economy expansion.
- **1:20 Jev Router**: Barracks is 64% done; economy is decent with one refinery. I'll queue the next building (War Factory for tanks) and keep the harvester mining. Once the barracks completes I'll train scouts toward the enemy start at (95,11).
- **1:28 Claude Sonnet 5**: Continue economy build-up: proc and barracks are queued. Once done, add war factory and start producing units. Keep harvester mining.
- **1:28 Jev Router**: Tent is ready, place it immediately and start training riflemen to scout toward the enemy base at (95,11). War Factory already queued; power is fine. Harvester is mining.
- **1:36 Claude Sonnet 5**: Building proc and barr already queued. Continue economy buildup, queue power and war factory next once affordable.
- **1:36 Jev Router**: War factory is progressing. Tent just finished so I can now train infantry. I'll train a few riflemen to scout east toward the enemy base at (95,11) and set a rally point.
- **1:44 Claude Sonnet 5**: Buildings queued. Continue economy buildup, keep power and production going.
- **1:44 Jev Router**: War Factory is at 32%; cash is healthy at $2328. Keep the barracks producing infantry and send the idle riflemen east to scout for the enemy base near (95,11). Queue a second refinery for after weap finishes.
- **1:52 Claude Sonnet 5**: Economy building up. Let proc, barr finish, then weap already queued. Keep power sufficient and start training infantry once barracks done.
- **1:52 Jev Router**: War Factory nearly done, economy stable. Keep infantry queued and push scouts east toward the enemy start to find their base.
- **2:00 Claude Sonnet 5**: Place the ready refinery, continue building barracks and factory. Enemy far west, need to expand economy and build army.
- **2:00 Jev Router**: War factory is almost finished. Scouting further east towards (95, 11) with riflemen and queuing rocket soldiers for anti-armor support.
- **2:08 Claude Sonnet 5**: Place power plant, continue building barracks/war factory. Economy solid, need to expand army production.
- **2:08 Jev Router**: War Factory nearly done; I'll queue more rocket soldiers now and push my scattered infantry east to scout toward the enemy start while keeping production busy. Next turn I place the War Factory and start tanks plus a second refinery.
- **2:16 Claude Sonnet 5**: Economy building up. Continue queue: proc, barr, weap all in progress. Keep expanding.
- **2:16 Jev Router**: War Factory is ready to place; drop it, then start a second refinery for income while continuing to spend on units. Keep the infantry squad pushing east toward the enemy start at (95,11).
- **2:24 Claude Sonnet 5**: Economy is building well with multiple procs and power. Continue queueing barracks and war factory, prepare for army production once ready.
- **2:24 Jev Router**: Weap is ready to place; place it near the base. Cash is $0 so economy is the bottleneck — send the idle harvester back to mining. Keep the 11-strong infantry squad pushing east toward the enemy base to apply pressure and scout.
- **2:32 Claude Sonnet 5**: Buildings are already queued (barr, weap, proc). Just wait for completion, harvesters already mining. Will train army once barracks/factory complete.
- **2:32 Jev Router**: Squad is advancing toward enemy base at (95,11). Keep economy growing with second proc and more harvesters, and start tank production from war factory now that it's built. Keep infantry/rocket production going.
- **2:40 Claude Sonnet 5**: Multiple duplicate build queue entries seem odd; likely leftover from previous turn. Let production continue and keep economy going while waiting for barracks/war factory.
- **2:40 Jev Router**: Cash is at $0 but production queues are already full (e3 x6 queued, proc/powr building). My army is spread out advancing east; I should regroup and push toward the enemy base at (95,11). Keep harvesters mining and set the war factory rally so new units join the front.
- **2:48 Claude Sonnet 5**: Place ready proc, keep building queue going, economy strong. Enemy infantry nearby at (88,14), need defense soon but focus on econ/army buildup first.
- **2:48 Jev Router**: Army of 9 Rifle + 3 Rocket is marching east and no enemy seen yet. Cash is $0 so production is stalled; keep queues busy with cheap units and continue the push toward the enemy base at (95,11).
- **2:56 Claude Sonnet 5**: Enemy infantry group near base at (86-88,10-14), close to my proc/powr. Need defense and continue production. Keep barr/weap building, add fix once weap done, train some defenders.
- **2:56 Jev Router**: Cash is $0, so production is stalled - I need my harvester mining ASAP. My army has reached the enemy ore refinery at (90,11); 12 units should be enough to destroy it. Keep the proc building going for economy.
- **3:04 Claude Sonnet 5**: Enemy infantry swarm near my base could threaten harvesters and buildings. I have no combat units yet, so I should place defenses and rush barracks for infantry defense while production continues.
- **3:04 Jev Router**: Our 9 Rifle Infantry are at the enemy base hitting their refinery #152. Keep them attacking, send the rocket soldiers to join, and keep mining while cash is starved.
- **3:12 Claude Sonnet 5**: Enemy infantry approaching my base with no combat units defending. Need to rush barracks/war factory completion and get some defense up. Keep economy going, prioritize finishing weap and barr, queue infantry once barracks ready.
- **3:12 Jev Router**: Army is on the enemy base hitting their refinery. Cash is $0 so I keep the current buildup and push the attack to finish the proc and engage the enemy harvester. Consolidate all nearby units on the enemy base.
- **3:20 Claude Sonnet 5**: Enemy infantry group is right at my base edge with no army of mine yet. Must place the ready wall defense, queue more defense/infantry, and rush barracks output for defenders.
- **3:20 Jev Router**: Our infantry squad is already at the enemy base whittling down their refinery. Keep them attacking the proc and harvester, and protect the economy. Cash is $0 so no new spending is possible right now - just finish the kill.
- **3:28 Claude Sonnet 5**: Enemy infantry near base, brik defense ready to place near west wall. Keep production running, protect harvester at 20% hp.
- **3:28 Jev Router**: My raiding group is at the enemy base edge (85-87,8-14); enemy harvester #153 is at 20% and enemy buildings aren't visible, so finish the harvester then push toward the enemy start (95,11) to find and raze their base. Economy is stalled at $0 so keep the harv in the vehicle queue and let infantry queue drain.
- **3:36 Claude Sonnet 5**: Enemy infantry force is massing near our base entrance with no combat units of ours yet. War factory is nearly done - once ready, start building tanks immediately. Barracks are still building; queue e1 infantry once ready for defense.
- **3:36 Jev Router**: Our infantry strike group is at the enemy base perimeter. Power plant #134 is at 21% HP and #123 is at 47% HP; focusing fire on #134 to kill power immediately before advancing deeper. Harvester is unloading at home to fund our ongoing refinery and harvester production.
- **3:44 Claude Sonnet 5**: Weap factory ready to place - place it now. Enemy infantry group near base threatens us; need tanks ASAP. Keep economy running.
- **3:44 Jev Router**: Push my infantry group into the enemy base to destroy remaining structures (fenc/brik) and find their CY. Reinforce with the isolated e3 units. Keep economy queue running with harvester and buildings.
- **3:52 Claude Sonnet 5**: Enemy infantry mass near (90,11-14) threatens my base. Place the ready power plant, add a defensive Tesla Coil, and cancel redundant barracks queue entries to save cash for tanks once weap factory finishes.
- **3:52 Jev Router**: Our assault force has reached the enemy War Factory at (92,11). We'll focus down the War Factory, then push further into their base to eliminate the Construction Yard and finish the match.
- **4:00 Claude Sonnet 5**: Enemy infantry force massing near my base entrance. I have no combat units yet - need weap factory and tesla coil finished ASAP. Place power plant, keep building queues going, and prepare defenses.
- **4:00 Jev Router**: Enemy War Factory #162 is nearly destroyed at 7% hp. Finishing it off, then targeting the power plant #163 and pushing deeper into the enemy base at (95,11).
- **4:08 Claude Sonnet 5**: Enemy infantry mass at (90,11-14) threatens my base entrance. I have no combat units yet. Priority is finishing barracks fast to produce infantry/rockets, and build defense (brik wall) to block the choke point. Cancel duplicate barr build to save cash.
- **4:08 Jev Router**: My army is massed at (90,11) right on the enemy's doorstep with fresh kills. Cash is $0 so I can't start new production, but my queues are running. Push east into the enemy start (95,11) to find and destroy the ConYard, and set rallies to keep reinforcements flowing to the front.
- **4:16 Claude Sonnet 5**: Enemy infantry swarm is right next to my weakened Construction Yard (50% hp). Need immediate defense - place barracks and walls now, queue e1/e3 infantry to defend, and get power/proc safe. Priority: place ready buildings, wall off, train infantry fast.
- **4:16 Jev Router**: Army is massing at the enemy base edge (walls/fences around 92-93,8-9). Push in with attack_move to find and destroy enemy structures. Economy is dry at $0 but refinery is building at 54%, so keep queues alive and get income flowing.
- **4:24 Claude Sonnet 5**: Enemy infantry swarm is right next to my base at (90-91,10-14). I need to train defenders immediately from barracks and build more defense. Queue e1/e3 infantry and keep building brik walls.
- **4:24 Jev Router**: Army is at the enemy base edge (~91,12) hitting walls/barracks. Cash is at $0 so economy is the bottleneck; proc is nearly done to fix that. Keep pushing the attack on the enemy barracks while queues stay busy.
- **4:32 Claude Sonnet 5**: Enemy infantry swarm is right at our base with no barracks to produce defenders. Need to build a barracks immediately and defensive structures to survive, while keeping harvesters mining.
- **4:32 Jev Router**: My 14-unit army is already at the enemy perimeter (91,12) but only sees walls. Cash is $0, so income is the priority: send the lone harvester mining and push the army deeper to find and destroy real enemy structures. The stray rocket soldier at home should march to the front.
- **4:40 Claude Sonnet 5**: Enemy infantry horde is right at our base perimeter with no army of our own. Need to rebuild barracks and defenses urgently, and try building whatever's available (barr for Soviet infantry).
- **4:40 Jev Router**: My army has reached the enemy perimeter (walls/fence) at (93,8-9) but the real base lies behind. Cash is $0 - critical to get the single harvester mining and finish another one. Push the army through the walls to find and hit real buildings.
- **4:48 Claude Sonnet 5**: Our base is nearly destroyed with enemy infantry swarm right next to remaining buildings. Try to rebuild defenses and production. Move harvester to safety.
- **4:48 Jev Router**: Army is at the enemy's outer walls (~93,10). Push through to find and destroy the remaining enemy buildings. Cash is $0 so income is critical: get the idle harvester mining immediately and let the near-complete refinery/harvester finish.
- **4:56 Claude Sonnet 5**: No Construction Yard or production buildings remain, so nothing is buildable. Focus on preserving remaining assets: move harvester away from enemy infantry, keep repairing walls/power plants.
- **4:56 Jev Router**: My 13-unit army is already at the enemy base (95,11) and I've killed 11 buildings; the only visible enemy structures are wall segments. I should push through the walls into the base to finish them off. Cash is $0 so economy is the bottleneck — keep harvesters and refinery queues running.

---
Source: https://evaljetty.com/openra/runs/rr-jev-sonnet5-g2.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
