---
title: "Jev Router vs GPT-5.6 Luna | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g1.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 2 · Round robin · r2-rr-jev-gpt56luna-g1

# Jev Router vs GPT-5.6 Luna

Jev Router destroyed the enemy base after 5.6 game-minutes · 8.3 min wall clock

Jetty run 3531a1f4
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56luna-g1.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g1/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g1/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g1/validation_report.json)

WIN england · west

Jev Router

typesafe/jev-router

Value destroyed$10,100Value lost$1,200
Units killed / lost15 / 8Buildings killed / lost5 / 0
Peak army$1,800Orders issued106
Decision turns (failed)43 (0)Mean latency4.4sModel cost$0.085

LOSS germany · east

GPT-5.6 Luna

openai/gpt-5.6-luna

Value destroyed$1,200Value lost$10,100
Units killed / lost8 / 15Buildings killed / lost0 / 5
Peak army$1,600Orders issued43
Decision turns (failed)43 (0)Mean latency3.3sModel cost$0.032

## Evaluation

passchecks **10/10** verdict computed from the gating checks

| Status | Kind | Check | Detail |
| --- | --- | --- | --- |
| pass | step | environment | Environment check (snapshot, engine, content, key) |
| pass | step | launch | Launch run-match as a detached process |
| pass | step | supervise | Supervise in the foreground until run-match exits |
| pass | step | render | Render the 1080p recording |
| pass | step | notes | Append Notes to summary.md |
| pass | code\_check | outputs-exist | all present |
| pass | code\_check | game-has-winner | jev won: base destroyed |
| pass | code\_check | decisions-logged | turns per slot: {'Multi0': 43, 'Multi1': 43} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/43', 'Multi1': '0/43'} |
| pass | code\_check | video-decodes | duration 58.0s |
| pass | code\_check | video-complete | video ends at tick 8401 of 8401 |
| pass | code\_check | limits-respected | ended after 8.3 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites both models final thoughts and explains Jev Routers decisive economic and military victory |
| pass | checklist | players-match-request | result.json shows Multi0=jev(typesafe/jev-router) and Multi1=gpt56luna(openai/gpt-5.6-luna) matching the requested jev vs gpt56luna pairing |
| pass | checklist | no-silent-outage | run.log shows continuous decision turns every ~200 ticks with zero llm\_failures for both players throughout the game |

## 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 Jev Router**: Standard opening: deploy the MCV into a Construction Yard and start a Power Plant immediately.
- **0:00 GPT-5.6 Luna**: Deploy the MCV immediately, then establish power and a refinery to start the economy. Follow with barracks and a war factory, while scouting toward the likely enemy start.
- **0:08 Jev Router**: Opening turn: MCV deployed and Power Plant already queued. Nothing else actionable until it finishes; next will be Ore Refinery, then Barracks and War Factory.
- **0:08 GPT-5.6 Luna**: Establish power and ore income immediately, then add barracks and a war factory. The enemy is likely far northeast, so I will build the economy before scouting and attacking.
- **0:16 Jev Router**: Construction Yard already deployed at home. Start the building queue with a Power Plant, then follow with Refinery. No units yet.
- **0:16 GPT-5.6 Luna**: Deploy the MCV, then start the power plant. Once power is online, build and place a refinery to establish income.
- **0:24 Jev Router**: Opening turn: deploy already done (Construction Yard exists), and the Power Plant is ready to place. I'll place it next to the yard and immediately queue the Ore Refinery for income.
- **0:24 GPT-5.6 Luna**: Power Plant is ready; place it, then start an Ore Refinery to establish income. After the refinery, I will add barracks and war production while scouting toward the suspected enemy base.
- **0:32 Jev Router**: Power plant is placed and power is fine (100/0). I have $4700 and need economy, so I'll start the Ore Refinery for income and a free harvester. Only one building can be queued at a time, so proc first, then barracks.
- **0:32 GPT-5.6 Luna**: Power Plant is ready but not yet placed, blocking construction. Place it, then start the first refinery to establish income.
- **0:40 Jev Router**: Opening is on track: power plant done, refinery building (23%). Cash is ample at $4375, so once the refinery finishes I'll immediately queue the barracks then a war factory and keep power ahead. Nothing actionable this turn since the only queue is busy and no units exist yet.
- **0:40 GPT-5.6 Luna**: Ore Refinery construction is underway at 23%; no units are available yet, so I will wait for completion before placing it and starting unit production.
- **0:48 Jev Router**: Early opening: Construction Yard and Power Plant done, Ore Refinery at 47%. Nothing to fight yet. Keep building queue busy and prepare for barracks/war factory next.
- **0:48 GPT-5.6 Luna**: The Ore Refinery is still under construction at 47%; wait for it to finish before placing it. No units are available yet, so preserve cash for the refinery placement and immediate barracks production.
- **0:56 Jev Router**: Proc refinery still building (70%), powr online, no army yet. Nothing to queue until proc finishes; keep cash ready for tent then war factory.
- **0:56 GPT-5.6 Luna**: The refinery is nearly complete; place it as soon as it is ready, then construct a barracks and begin infantry scouting toward the likely enemy base at (95,11).
- **1:04 Jev Router**: Refinery is nearly complete (94%). Ordering placement now if ready, and next turn will immediately construct Allied Barracks (tent) followed by War Factory (weap).
- **1:04 GPT-5.6 Luna**: The refinery is almost complete; wait for it to finish, then place it immediately. After placement, build a barracks and begin scouting infantry toward the likely enemy start.
- **1:12 Jev Router**: Opening: place the ready Ore Refinery to start income, then get a barracks up and begin producing riflemen for scouting/defense.
- **1:12 GPT-5.6 Luna**: Place the ready refinery immediately to start harvesting, then queue an Allied barracks. After it is placed, produce infantry scouts and expand toward the likely enemy start at (95,11).
- **1:20 Jev Router**: Economy is running with 1 harvester and $2980 banked. Barracks (tent) is at 64%, so I'll queue a War Factory next to unlock tanks, then add a second refinery for income. Power is fine for now.
- **1:20 GPT-5.6 Luna**: Barracks is nearly complete, with strong power and enough cash for the next production step. I will let it finish, then start infantry scouting and a War Factory for tanks.
- **1:28 Jev Router**: Place the ready barracks, start training a few riflemen to scout west toward the likely enemy base, and keep the war factory building. Harvester stays mining.
- **1:28 GPT-5.6 Luna**: Place the ready barracks, start continuous rifle production, and queue a War Factory next. The base has ample power and one refinery, so I will build a small infantry screen before scouting east toward the likely enemy base.
- **1:36 Jev Router**: War Factory is building; tent is up so I can start infantry. Cash is healthy, so I'll queue a few riflemen to scout west and defend, keep harvester mining, and plan a refinery and power after the war factory.
- **1:36 GPT-5.6 Luna**: Place the ready barracks and start infantry production while the War Factory finishes. Then expand income with a second refinery and send the first infantry east to scout the likely enemy base.
- **1:44 Jev Router**: Weap is 32% done, cash healthy at $2328. No enemy seen yet, so I'll push my rifle infantry west toward the suspected enemy start (12,16) to scout while continuing infantry production and finishing the war factory.
- **1:44 GPT-5.6 Luna**: War Factory and second Refinery are progressing, while infantry production continues. Send the initial rifles east to scout toward the likely enemy base and keep the barracks queue full; begin tank production as soon as the War Factory completes.
- **1:52 Jev Router**: War Factory is halfway done. Continuing to push scout infantry west towards the enemy base while queueing additional rocket infantry for base defense.
- **1:52 GPT-5.6 Luna**: War Factory is nearly complete and the second Refinery is queued, so the economy and vehicle production are coming online. Continue scouting east with the rifle force, keep infantry production busy, and begin rocket production for anti-tank support.
- **2:00 Jev Router**: War Factory nearly done; keep infantry queue busy and push scouts west to find the enemy base. Harvester should keep mining. Once weap is placed, start tanks.
- **2:00 GPT-5.6 Luna**: War Factory and second Refinery are in progress; keep the infantry queue active and push the scouting rifles toward the likely enemy base. Once the War Factory completes, transition immediately into tanks and rally east.
- **2:08 Jev Router**: War Factory nearly done (82%). Cash is low ($788), so start cheap power to prep for tanks, keep infantry queueing, and push rocket soldiers further west to find the enemy base.
- **2:08 GPT-5.6 Luna**: War Factory is nearly complete and the refinery is queued behind it. Keep the scout screen advancing toward the likely enemy base while the infantry queue fills; avoid starting another building until the refinery is placed.
- **2:16 Jev Router**: War Factory is about to finish - place it and start a second refinery for economy. Cash is very tight, so keep cheap infantry production and push scouts toward the enemy base at (12,16) to find them.
- **2:16 GPT-5.6 Luna**: Place the nearly finished War Factory, keep the refinery queued for economy, and continue scouting toward the likely enemy start. The rifle group is far east and should advance; keep rockets near base until vehicle production begins.
- **2:24 Jev Router**: Cash is empty and I have only one harvester, so economy is the priority, but I must place the ready War Factory now and keep queues busy. Kill the weakened enemy rifleman with nearby units, then build power and a second refinery for income.
- **2:24 GPT-5.6 Luna**: Place the ready War Factory, then keep the rifle scouts advancing against the visible enemy while rockets move east to support and scout. The refinery is already queued, so preserve the building queue and continue infantry production.
- **2:32 Jev Router**: Economy is tight ($0). Keep the harvester mining, keep power/refinery coming, and push my scattered infantry west toward the likely enemy base at (12,16) to find and pressure them.
- **2:32 GPT-5.6 Luna**: The refinery is nearly ready and the economy is currently cash-starved, so keep production queued while the existing army advances toward the likely enemy base. Send the separated rocket and rifle groups east, and ensure the harvester continues mining.
- **2:40 Jev Router**: Economy is stalled at $0 cash with only one harvester, so income is the bottleneck. Army of 6 is pushing west toward the enemy base; I'll keep them advancing and set rally points so new units join the push. Power plant nearly done, then refinery will help.
- **2:40 GPT-5.6 Luna**: The second refinery is nearly complete, so preserve the economy and keep the existing mixed infantry advancing toward the likely enemy base. Send the damaged harvester back to mining and use the army to scout and engage along the eastern route.
- **2:48 Jev Router**: Economy is starved ($0, 1 harvester). Pushing my 6-unit group west toward the enemy base at (12,16) but they're getting whittled down. Priority: keep harvester mining, queue more harvesters/refineries for income, and send a slightly larger group to probe the enemy. Cash-limited so mostly waiting on income this turn.
- **2:48 GPT-5.6 Luna**: Cash is empty, but the refinery is underway and the rocket force is already scouting toward the likely enemy base. Continue the advance and keep the harvester mining while existing infantry queues finish.
- **2:56 Jev Router**: Place the completed Power Plant. Focus fire our infantry on the weakened enemy rocket soldiers at (58,28). Harvester is mining, second harv is in production.
- **2:56 GPT-5.6 Luna**: Cash is exhausted, but the refinery is still under construction and rocket infantry are already engaging the enemy. Push the frontline toward the likely base while bringing the rear rocket soldier forward; leave production queues running.
- **3:04 Jev Router**: Economy is stalled at $0 with only one harvester — getting it mining is the top priority. My infantry squad is out at (61,27) and can push toward the enemy start to scout/raid. Keep queues as-is since cash is empty.
- **3:04 GPT-5.6 Luna**: Refinery is nearly complete, so prioritize placing it to restore income and keep the existing rocket queue running. Advance the surviving rockets toward the likely enemy base while the harvester continues mining.
- **3:12 Jev Router**: Cash is $0 with a huge flood of e1 queued at 0% that will starve real production. Cancel most of them, keep economy building (proc queued, 2 harvs queued), and push my forward squad toward the enemy start to find the base.
- **3:12 GPT-5.6 Luna**: Ore Refinery is nearly complete and the economy is still cash-starved, so preserve the harvester while the queued rocket soldiers finish. Continue scouting toward the likely enemy base and rally the war factory east for the eventual tank force.
- **3:20 Jev Router**: Spotted an enemy rocket soldier at (41,24); attacking it with our forward squad. Cancelling excess queued units to let cash flow directly into our second refinery and harvester.
- **3:20 GPT-5.6 Luna**: The refinery is nearly complete; place it immediately to improve income. The lone damaged rocket soldier is outnumbered, so pull it back while the existing infantry queue continues.
- **3:28 Jev Router**: Our forward infantry wiped out the enemy rocket soldier. We'll advance them cautiously towards the enemy base area around (18, 18) while waiting for our harvester to dump ore and complete the second refinery and harvester.
- **3:28 GPT-5.6 Luna**: The refinery is still building, so cash is exhausted and the damaged harvester must keep mining. Preserve the lone rocket as a scout toward the last enemy contact while the existing infantry queues remain active; place the refinery as soon as it finishes.
- **3:36 Jev Router**: Engaging enemy rocket soldier with our forward infantry while advancing towards (12,16). Harv is unloading at base to sustain our refinery and second harvester production.
- **3:36 GPT-5.6 Luna**: The second refinery is still under construction and cash is empty, so preserve the harvester and let income accumulate. Send the lone rocket soldier northeast to scout toward the presumed enemy base while the refinery finishes; then transition production to tanks.
- **3:44 Jev Router**: Cash is empty so production is throttled; I'll keep queues full (they auto-resume when ore comes in) and push my forward squad toward the enemy base at (12,16) while funneling the western reinforcements and home idle riflemen to join them.
- **3:44 GPT-5.6 Luna**: The second refinery is still under construction and cash is nearly empty, so the immediate priority is letting the harvester recover income. Keep existing production rallies pointed toward the enemy and prepare to place the refinery when ready.
- **3:52 Jev Router**: Forward squad is at the enemy doorstep near (21,12-18); keep pushing the isolated e3 and scout their base. Cash is $0 so just keep queues running and funnel all free infantry toward the enemy. Consolidate the scattered units east of us and push them west.
- **3:52 GPT-5.6 Luna**: Place the nearly completed second refinery to improve income, then keep the rocket soldier focused on the nearby enemy infantry threatening the mining area. Existing infantry queues should continue while cash recovers; next priority is tanks and a Service Depot.
- **4:00 Jev Router**: Focusing fire on the enemy harvester at (22,11) with our forward rocket and rifle infantry to cripple their economy. Moving our mid-map reinforcements up to support.
- **4:00 GPT-5.6 Luna**: Refinery construction is nearly complete, but cash is currently empty and the harvester is damaged near enemy infantry. Keep it mining, finish the refinery, and queue a tank/rocket force as income arrives while rallying units toward the enemy start.
- **4:08 Jev Router**: We're broke ($0) with the proc and harv still building, so I need to keep the forward infantry pressure on the enemy base while reinforcements close in. My forward e1/e3 stack is right on top of the enemy weap/proc — push them to finish those buildings, and keep the harvester mining.
- **4:08 GPT-5.6 Luna**: Cash is empty and the refinery is nearly complete, while the only harvester is critically damaged and enemy infantry are probing the base. Keep existing tank/rocket queues running, pull the harvester toward the Construction Yard, and rally production east for a counterattack once units emerge.
- **4:16 Jev Router**: No cash (all queues stalled), so focus on the army. My forward rocket/rifle group is already at the enemy weap/proc; push everything west to finish off the enemy base. Enemy proc is at 24%, so keep pressure there.
- **4:16 GPT-5.6 Luna**: The refinery is nearly ready and must be placed immediately next turn; the harvester is critically damaged, so keep it mining while the production queues finish. Push all available combat units into the nearby enemy infantry to defend the base and clear the area.
- **4:24 Jev Router**: Enemy weap is nearly dead and our 9-man squad is on it. Keep pounding the enemy base while the proc finishes. Cash is $0 so no new production possible; just keep queues running.
- **4:24 GPT-5.6 Luna**: Place the nearly completed second refinery immediately to restore income and protect the critically damaged harvester by sending it back to ore. Keep tank and rocket production running; the nearby enemy infantry are dangerous, but no combat units are currently available to respond.
- **4:32 Jev Router**: Enemy weap at (15,14) is down to 57%; my ragtag group is already there. Economy stalled at $0, so focus on finishing the weap and keeping the attack up. Send the scattered units (65,24 / 36,24 / 30,23) to reinforce the assault.
- **4:32 GPT-5.6 Luna**: The refinery is nearly complete, but cash is empty and the sole harvester is critically damaged. Keep it mining/returning while the existing tank and rocket queues continue; repair the damaged war factory when funds arrive and place the refinery as soon as it finishes.
- **4:40 Jev Router**: Enemy weap@(15,14) is nearly dead (27%); press the attack with my nearby group to finish it and push into their base. Cash is $0 so I can't start new production this turn — finish attacking, then rebuild economy once the proc and harvester complete.
- **4:40 GPT-5.6 Luna**: The refinery is still under construction and cash is empty, while the harvester is critically damaged and enemy infantry is near the base. Keep all existing production queues running; repair the war factory and return the harvester to mining if it survives.
- **4:48 Jev Router**: Main infantry group is idle near the enemy base at (12,16) with no visible defenders; enemy weap likely destroyed last turn. Push them in to find and destroy remaining structures while queues keep running. Cash is $0 so economy is the bottleneck - keep proc/harv queued.
- **4:48 GPT-5.6 Luna**: The refinery is nearly complete; place it immediately to restore income. With no combat force and the harvester critically damaged, prioritize stabilizing the economy and then rebuild production and infantry.
- **4:56 Jev Router**: My 8-unit group is already at the enemy base hitting their Construction Yard (71%). Cash is $0 so I can't start new production, but queues are busy. I'll focus the attack on the enemy fact to try to cripple them, keep the harvester mining, and regroup the lone rifleman.
- **4:56 GPT-5.6 Luna**: The base is under immediate infantry pressure, but there is no cash or combat force available yet. Keep the damaged harvester mining, let the queued rocket soldiers complete as ore arrives, and place the refinery as soon as it becomes ready.
- **5:04 Jev Router**: Economy stalled at $0 but a proc (60%) and harv (83%) are in production and our attack group has the enemy fact down to 33%. Keep pressing the enemy fact to finish it while nudging idle units to the front and letting production continue.
- **5:04 GPT-5.6 Luna**: Our base is under infantry attack and the harvester is critically damaged. Keep the refinery construction active, pull the harvester toward the Construction Yard, and prioritize rocket infantry to repel the attackers; repair the damaged MCV/fact if possible.
- **5:12 Jev Router**: 
- **5:12 GPT-5.6 Luna**: The base is nearly defenseless and the harvester is critically damaged. Place the nearly completed refinery immediately, retreat the harvester to it, and rely on the queued rocket soldiers to repel the nearby infantry.
- **5:20 Jev Router**: Enemy base area (12,16) shows no visible buildings, but our attack group is already adjacent at (16,15). Push the group west to sweep the enemy base and finish any remaining structures. Bring up the two idle home units and #170 to reinforce. Production is stalled at $0 cash, so keep queues running and let ore income restart them.
- **5:20 GPT-5.6 Luna**: Our economy is effectively collapsed: the harvester is full but no refinery is visible, while enemy infantry are adjacent to the base. Re-establish ore processing immediately and keep the rocket queue active; send the harvester toward the base/mining area to avoid losing it.
- **5:28 Jev Router**: My strike group is already inside the enemy base at (14-16,16) engaging. Finishing their tent (#134, 2% hp) and power plant (#124) should cripple them. Cash is $0 so I must get harvester #131 mining and keep queues staged.
- **5:28 GPT-5.6 Luna**: The Construction Yard and refinery appear to be gone, leaving no economy and no combat force while enemy infantry surrounds the nearly destroyed barracks. I will repair the barracks, attempt to return the harvester, and keep the infantry queue active in case ore or salvage becomes available.
- **5:36 Jev Router**: Enemy tent+powr near their start are dead and my strike group sits idle at (14-16) with nothing visible. I need to keep pushing west to find and destroy remaining enemy buildings, reinforce the front, and keep the harvester mining since cash is at $0.
- **5:36 GPT-5.6 Luna**: All buildings and units have been destroyed, with no MCV or economy remaining, so recovery is impossible. No actionable commands are available.

---
Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g1.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
