---
title: "GPT-5.6 Luna vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-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 2 · Round robin · r2-rr-jev-gpt56luna-g2

# GPT-5.6 Luna vs Jev Router

Jev Router destroyed the enemy base after 4.9 game-minutes · 6.6 min wall clock

Jetty run c5d4707d
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56luna-g2.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g2/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g2/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g2/validation_report.json)

LOSS russia · west

GPT-5.6 Luna

openai/gpt-5.6-luna

Value destroyed$1,300Value lost$8,300
Units killed / lost13 / 14Buildings killed / lost0 / 5
Peak army$550Orders issued48
Decision turns (failed)37 (0)Mean latency2.9sModel cost$0.025

WIN russia · east

Jev Router

typesafe/jev-router

Value destroyed$8,300Value lost$1,300
Units killed / lost14 / 13Buildings killed / lost5 / 0
Peak army$3,500Orders issued74
Decision turns (failed)37 (0)Mean latency3.8sModel cost$0.051

## 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': 37, 'Multi1': 37} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/37', 'Multi1': '0/37'} |
| pass | code\_check | video-decodes | duration 51.3s |
| pass | code\_check | video-complete | video ends at tick 7386 of 7386 |
| pass | code\_check | limits-respected | ended after 6.6 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites both players final reasoning and explains Jev Router won by base destruction via superior economy and army |
| pass | checklist | players-match-request | result.json records Multi0=gpt56luna (openai/gpt-5.6-luna) and Multi1=jev (typesafe/jev-router) matching the requested west=gpt56luna east=jev players |
| pass | checklist | no-silent-outage | run.log shows continuous 3-8s decision turns for all 37 calls per slot with zero llm\_failures recorded |

## 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 Luna**: Deploy the MCV immediately, then start the power infrastructure and scout toward the likely enemy start once units are available.
- **0:00 Jev Router**: Opening turn: deploy the MCV immediately to get a Construction Yard, then start power and economy. With $5000 I can afford a fast powr -> proc opening plus extra trucks.
- **0:08 GPT-5.6 Luna**: The MCV is deployed and the first power plant is being constructed. Place it near the Construction Yard, then begin the refinery and continue toward a barracks and war factory while scouting northwest.
- **0:08 Jev Router**: Opening is underway: Construction Yard deployed and Power Plant started. No units yet, so nothing to micro. Next turn I'll place the finished Power Plant and start the Ore Refinery.
- **0:16 GPT-5.6 Luna**: Deploy the MCV immediately, then establish power and begin the refinery opening. I will place the power plant next turn and continue toward a barracks and war factory while scouting northwest.
- **0:16 Jev Router**: Fresh start with Construction Yard only. Standard Soviet opening: power plant first, then refinery for economy.
- **0:24 GPT-5.6 Luna**: Deploy the MCV immediately and complete the opening power plant, then establish ore income with a refinery. The enemy is likely far northwest, so expand production and scout that direction once the base is online.
- **0:24 Jev Router**: Opening is underway: Construction Yard is up and a Power Plant is ready. Place the power plant near the yard, then start the Ore Refinery (comes with a free harvester) to get income flowing.
- **0:32 GPT-5.6 Luna**: The MCV is deployed and the first power plant should now be ready to place. I will place it, immediately start the refinery, then place it when ready to establish income.
- **0:32 Jev Router**: Opening phase: powr is up, so now I need economy with a refinery. Starting proc in the Building queue this turn, then I'll place it and follow with barracks/war factory.
- **0:40 GPT-5.6 Luna**: Deploy the MCV, start the power plant, then place it near the Construction Yard. I will follow with a refinery and begin scouting toward the likely enemy base.
- **0:40 Jev Router**: Opening is on track: power plant done, refinery at 23%. Nothing else can be queued while the building queue is busy, and no army exists yet. Waiting for the refinery to finish, then I'll place it and queue barracks then war factory.
- **0:48 GPT-5.6 Luna**: Deploy the MCV and establish the opening economy immediately. Place the power plant, then queue a refinery and begin scouting toward the likely enemy position once a unit is available.
- **0:48 Jev Router**: Opening is on track: power plant done, refinery at 47%. Cash is healthy ($4041), so line up the barracks next and keep the build queue busy. Nothing to fight yet.
- **0:56 GPT-5.6 Luna**: Deploy the MCV immediately, then begin the Soviet opening with a power plant. Once placed, I will add a refinery and scout west toward the likely enemy start.
- **0:56 Jev Router**: Opening is progressing: power + construction yard up, refinery at 70% and barracks queued. Nothing to fight yet; just let production finish and prepare to place the refinery near ore and start harvesting.
- **1:04 GPT-5.6 Luna**: The Construction Yard is deployed. Start power, then place it and continue with refinery to establish income.
- **1:04 Jev Router**: Opening is on track: proc almost done, barr queued. No units or combat yet, so nothing to command this turn—just let the queues run and be ready to place the refinery next turn.
- **1:12 GPT-5.6 Luna**: Place the completed power plant, then start an ore refinery immediately to establish income. After the refinery, build a barracks and begin scouting toward the likely enemy start.
- **1:12 Jev Router**: Opening is on track: powr done, proc ready to place, barr queued. I'll place the refinery to get income and a harvester, letting the barracks begin construction. No army yet, so scouting waits until barracks is up.
- **1:20 GPT-5.6 Luna**: Deploy the MCV, place the ready power plant, then start the refinery to establish income. Once the refinery is placed, begin barracks and infantry production while scouting west toward the likely enemy base.
- **1:20 Jev Router**: Opening is on track: powr, proc, and barr nearly done. Cash is healthy at $2980, so queue the War Factory next while sending the harvester back to work and starting a scout infantry once barr completes.
- **1:28 GPT-5.6 Luna**: Deploy the MCV immediately and let the refinery finish; then place it near the base to begin harvesting. Follow with a barracks and early infantry to scout toward the suspected enemy start.
- **1:28 Jev Router**: Barr is ready; place it and prioritize a second refinery (extra harvester + income) over the war factory, since our economy is tiny. Queue a few riflemen for scouting east toward the likely enemy start.
- **1:36 GPT-5.6 Luna**: Deploy the MCV immediately and finish placing the refinery to establish income. Once available, add barracks and begin scouting/infantry production toward the likely enemy base at the west side.
- **1:36 Jev Router**: Economy opening is solid: fact/powr/proc/barr up, proc #2 at 23%. Cash is healthy ($2548) so I'll queue infantry for scouting/defense while waiting for proc #2, and keep the harvester mining. Next building after proc #2 should be a War Factory for tanks, plus more power.
- **1:44 GPT-5.6 Luna**: Deploy the MCV immediately and finish placing the queued refinery to establish income. Once the refinery is ready, place it near the base, then start barracks production and scout toward the likely enemy position.
- **1:44 Jev Router**: Economy is thin with one harvester; keep the building queue going (proc -> weap) and keep infantry training. Send the three riflemen east to locate the enemy base while staying out of trouble.
- **1:52 GPT-5.6 Luna**: Place the nearly finished refinery, then establish infantry and vehicle production while expanding power as needed. Scout toward the likely enemy start once units are available.
- **1:52 Jev Router**: Economy is stable with powr/proc/barr up and weap queued. I have $1666 idle, so keep infantry production running and push my 6 riflemen east to locate the enemy base at ~(95,11).
- **2:00 GPT-5.6 Luna**: Place the ready refinery to start income and complete the barracks already in production. Once the barracks is available, produce infantry while preparing a war factory and scouting toward the enemy at (12,16).
- **2:00 Jev Router**: Economy is small but building queue is busy (proc then weap). Keep infantry flowing and push riflemen east to scout toward the likely enemy base at (95,11). Send harvester back to mining and add rocket soldiers for future anti-tank.
- **2:08 GPT-5.6 Luna**: The barracks is still under construction, so I cannot start army production yet. I will let it finish, then place it and immediately begin infantry while starting a War Factory for tanks.
- **2:08 Jev Router**: Refinery is ready to place, which frees the building queue for the War Factory. Power is comfortable so I can queue a Power Plant next. Keep the barracks producing cheap infantry for scouting while my riflemen push east toward the likely enemy base.
- **2:16 GPT-5.6 Luna**: Place the completed barracks, start a War Factory, and queue infantry immediately for scouting and early pressure toward the likely enemy start. Keep the single harvester operating while expanding production.
- **2:16 Jev Router**: Power plant is ready to place and economy is thin. Place powr, keep infantry queued, and push the rifle scout group further east toward the likely enemy base while harvesting keeps cash flowing.
- **2:24 GPT-5.6 Luna**: War Factory construction is underway, while the barracks is ready for continuous infantry production. Build a scouting force and send it southwest toward the likely enemy start; queue another refinery once the War Factory finishes.
- **2:24 Jev Router**: Cash is very low ($311) so keep production cheap and let harvesters work. The rifle group is scouting east toward the likely enemy base — keep pushing them east. War Factory is progressing; queue a couple of cheap Rifle Infantry meanwhile.
- **2:32 GPT-5.6 Luna**: War Factory is nearly complete and the barracks queue is active. Send the initial infantry southwest to scout toward the likely enemy base, then continue producing a mixed infantry force while saving for a second refinery.
- **2:32 Jev Router**: Advancing lead infantry scout group towards the likely enemy base at (90, 15). Canceling a couple queued rocket soldiers to preserve cash for the War Factory, which is 32% complete.
- **2:40 GPT-5.6 Luna**: The War Factory is halfway complete and economy is currently power-positive, so I will queue a second refinery behind it and keep infantry production running. Send the forward infantry southwest to scout toward the likely enemy base.
- **2:40 Jev Router**: Two infantry forces are advancing toward the enemy start with no contact yet, and cash is empty. Keep pushing the scout group to reveal the enemy base while staging the rear group, and keep queues active.
- **2:48 GPT-5.6 Luna**: The War Factory is nearly ready, while the refinery is queued next. Keep infantry production focused on rocket soldiers, finish off the nearby scouts, and advance the surviving grenadiers southwest toward the likely enemy base.
- **2:48 Jev Router**: Cash is nearly empty so economy is the priority: get both harvesters mining. My forward infantry group is already near the enemy base, so push them in; the staging group advances east to join up. War Factory will finish soon to unlock tanks.
- **2:56 GPT-5.6 Luna**: War Factory is nearly complete and the second refinery is queued, so the economy is developing well despite low cash. Send the current infantry southwest to scout and pressure the likely enemy start while the queued rocket soldiers reinforce them.
- **2:56 Jev Router**: War factory nearly done, but cash is $0 so production is stalled. Keep troops advancing on the enemy base at (95,11) while economy refills. Hold off on expensive builds until cash returns.
- **3:04 GPT-5.6 Luna**: Place the completed War Factory, then push the nearby enemy infantry southwest to scout and fight toward their likely base. Keep infantry production running while the harvester continues mining; save for the queued refinery and tanks.
- **3:04 Jev Router**: Cash is at $0, so production is stalled waiting on harvester income; I'll keep both harvesters mining and let the War Factory finish. My forward rifles near the enemy start should press the attack while the staging group converges to support them.
- **3:12 GPT-5.6 Luna**: Place the ready War Factory to unlock vehicle production, keep the damaged infantry advancing southwest toward the likely enemy base, and ensure the harvester returns to mining. Cash is empty, so no additional construction or unit orders should be queued yet.
- **3:12 Jev Router**: War Factory nearly done; economy tight ($0 cash). Push the eastern group toward the enemy base while keeping two defenders home. Send both harvesters back to mining to rebuild cash.
- **3:20 GPT-5.6 Luna**: The refinery is nearly complete and power is healthy, but cash is currently empty. Keep the infantry advancing west toward the likely enemy start while preserving production momentum; place the refinery as soon as it finishes and then prioritize a second harvester and tanks.
- **3:20 Jev Router**: Economy is broke ($0) so I must let harvesters refill while finishing the War Factory. The east attack group should push onto the enemy base at (95,11), and I'll keep cheap infantry queued plus pull the two stragglers toward the front.
- **3:28 GPT-5.6 Luna**: The second refinery is nearly complete, so income should resume shortly. Keep rocket infantry flowing, send the scouting force west toward the likely enemy base, and keep the harvester mining.
- **3:28 Jev Router**: Cash is 0 so nothing new can be started; production already queued. War Factory near complete. Push the eastern infantry stack toward the enemy base at (95,11) and keep idle units near home as defense.
- **3:36 GPT-5.6 Luna**: The refinery is still building and cash is empty, so preserve the damaged scout while the queued rocket soldiers complete. The enemy force is close to our base; keep production running and rally new infantry toward the west.
- **3:36 Jev Router**: Cash is tight but the War Factory is about to finish; I'll queue a Service Depot next so Heavy Tanks unlock, keep pushing the eastern squad toward the enemy start, and gather my western infantry to move east as a second wave.
- **3:44 GPT-5.6 Luna**: Cash is empty and the second refinery is still building, so preserve the damaged rifle while the existing rocket queue and economy recover. The enemy infantry group is close to the west; keep the rocket near base rather than committing alone.
- **3:44 Jev Router**: Place War Factory to unlock Service Depot, then build it so I can produce Heavy Tanks. Meanwhile keep pushing both squads toward the enemy base and let infantry queue keep churning.
- **3:52 GPT-5.6 Luna**: The second refinery is still building and funds are empty, so economy must recover before expanding production. Keep the damaged rifle away from the enemy group, continue rocket production, and rally infantry near the base for defense.
- **3:52 Jev Router**: Cash is at $0 so I can't start new buildings this turn; focus on offense and getting harvesters working. East squad is already near the enemy start (95,11) and west squad is pushing east — consolidate both on the enemy base and keep infantry queues running.
- **4:00 GPT-5.6 Luna**: Cash is empty and power is critically low, so the priority is completing the refinery and restoring income. The enemy infantry is dangerously close west of the base; keep production running and recover the harvester while waiting for funds to build power.
- **4:00 Jev Router**: Cash is $0 so production is stalled; I need economy badly. Keep the east strike squad pressing the enemy base at (95,11) and pull the western group together to reinforce. Queue a harvester and a Service Depot so I can support tanks once ore flows in.
- **4:08 GPT-5.6 Luna**: We have no cash and zero power, so production is stalled. Start a power plant immediately, keep the harvester mining, and let the existing infantry queue resume once ore arrives; the enemy squad is dangerously close to the base.
- **4:08 Jev Router**: Army pushed near enemy start (91,12) but nothing visible yet — need to scout the enemy base at (95,11) and mass troops. Cash is $0 so production will stall until harvesters deliver ore; keep queues full and push units east.
- **4:16 GPT-5.6 Luna**: Power Plant construction is underway but the base has no Refinery, so the harvester cannot generate income. I will keep the damaged Construction Yard repaired, ensure the truck seeks ore, and preserve the queued rocket production while waiting for funds.
- **4:16 Jev Router**: Cash is $0 so I can't build anything new — economy must catch up. Two harvesters are mining; I'll push my army east toward the enemy start (95,11) to find and destroy remaining enemy buildings, consolidating scattered units.
- **4:24 GPT-5.6 Luna**: The base is critically low-power and cashless, with enemy rocket infantry immediately outside. Prioritize completing/placing a power plant, then an ore refinery; cancel the expensive rocket queue so the barracks can produce cheap defenders once income starts.
- **4:24 Jev Router**: East squad reached (94,12) near expected enemy base. Sending them to sweep east and south around (100,15) and (95,25) to locate remaining enemy buildings. Rallying intermediate infantry forward.
- **4:32 GPT-5.6 Luna**: Our economy and power infrastructure are gone, leaving only the damaged barracks and war factory. Finish the queued infantry, rally them near the base, and use them to eliminate the enemy squad threatening the production buildings while repairing both structures.
- **4:32 Jev Router**: Cash is at $0 so production is stalled waiting on ore; keep both harvesters mining. I've already killed 14 units and 3 buildings but no enemy base is visible, so I need to sweep the eastern half of the map with my scattered infantry to locate the rest of the enemy base.
- **4:40 GPT-5.6 Luna**: We have no cash, power, or combat units, while enemy infantry is directly beside the damaged base. Keep the ore truck mining and prioritize repairs; the existing rocket queue must finish so we can clear the attackers.
- **4:40 Jev Router**: Economy is stalled at $0 but we've already killed a lot (5800). Need harvesters mining and to push our scattered army toward the enemy start at (95,11) to finish the job. Vehicle queue is already making a harvester, building queue finishing Service Depot.
- **4:48 GPT-5.6 Luna**: I am nearly eliminated: only a damaged War Factory and one harvester remain, with no power or cash. Keep the harvester mining and prioritize repairing the War Factory; no combat force is available to challenge the enemy infantry at the base.
- **4:48 Jev Router**: Cash is $0 with 2 harvesters mining, so the harv in the Vehicle queue and the queued infantry will fill in as money arrives. My forward group is already near the enemy start (95,11) but sees nothing, so I'll sweep further east to locate remaining enemy buildings while keeping the home defender.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g2.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
