---
title: "Jev Router vs GPT-5.6 Luna | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g3.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-g3

# Jev Router vs GPT-5.6 Luna

Jev Router destroyed the enemy base after 5.4 game-minutes · 7.9 min wall clock

Jetty run 9e9a7d94
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56luna-g3.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g3/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g3/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g3/validation_report.json)

WIN germany · west

Jev Router

typesafe/jev-router

Value destroyed$10,500Value lost$300
Units killed / lost24 / 3Buildings killed / lost6 / 0
Peak army$3,300Orders issued63
Decision turns (failed)41 (0)Mean latency4.4sModel cost$0.070

LOSS france · east

GPT-5.6 Luna

openai/gpt-5.6-luna

Value destroyed$300Value lost$10,500
Units killed / lost3 / 24Buildings killed / lost0 / 6
Peak army$2,300Orders issued77
Decision turns (failed)41 (0)Mean latency3.3sModel cost$0.030

## 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': 41, 'Multi1': 41} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/41', 'Multi1': '0/41'} |
| pass | code\_check | video-decodes | duration 55.8s |
| pass | code\_check | video-complete | video ends at tick 8068 of 8068 |
| pass | code\_check | limits-respected | ended after 7.9 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | Notes section explains Jev Router dominated via superior army and economy, cites both models final thoughts |
| pass | checklist | players-match-request | result.json shows Multi0=jev (Jev Router/typesafe/jev-router) and Multi1=gpt56luna (GPT-5.6 Luna/openai/gpt-5.6-luna) as requested |
| pass | checklist | no-silent-outage | run.log shows 41 consecutive decision turns for both players with no gaps or repeated failures |

## 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 MCV immediately, start power plant, then refinery into barracks and war factory.
- **0:00 GPT-5.6 Luna**: Deploy the MCV immediately to establish the Construction Yard, then begin the standard power-and-refinery opening. No enemy is visible yet; likely enemy base is near (12,16).
- **0:08 Jev Router**: Power plant is under construction. Nothing else to do this turn; wait for it to finish, then place and start the ore refinery.
- **0:08 GPT-5.6 Luna**: MCV is deployed and the Construction Yard is ready. Start the power plant immediately, then place it and proceed to refinery for income.
- **0:16 Jev Router**: Standard Allied opening. Start power plant, then refinery for income. Enemy far east, will need to scout later.
- **0:16 GPT-5.6 Luna**: Place the ready Power Plant, then start an Ore Refinery to establish income. Once the refinery is placed, build a Barracks and begin scouting toward the likely enemy start at the west side.
- **0:24 Jev Router**: Power plant is ready; place it near the Construction Yard and immediately queue the Ore Refinery for income. Then follow with barracks and war factory.
- **0:24 GPT-5.6 Luna**: Deploy the MCV, place the ready power plant, then start the refinery to establish income. After that I will add a barracks and scout toward the likely enemy base.
- **0:32 Jev Router**: Power plant is operational, now starting construction of our first Ore Refinery to get economic income flowing. Next will be barracks and war factory.
- **0:32 GPT-5.6 Luna**: The MCV has not visibly deployed yet, while the Ore Refinery construction is underway. Deploy the current MCV and let the refinery finish before starting the next production structure.
- **0:40 Jev Router**: Economy opening: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing else can start in the Building queue while proc builds, and I have no units yet, so I just wait for the refinery to finish.
- **0:40 GPT-5.6 Luna**: The Construction Yard and power plant are active, and the refinery should be ready to place soon. Establish the refinery, then start barracks production and scout toward the likely enemy start.
- **0:48 Jev Router**: Proc is 47% done; nothing else can queue in the building line. Waiting for the refinery to land so the free harvester starts income, then I'll add barracks and war factory.
- **0:48 GPT-5.6 Luna**: The barracks is still under construction and no units or refinery exist yet. Let it finish, then place it, start a refinery, and begin infantry scouting west toward the likely enemy base.
- **0:56 Jev Router**: Opening is on track: MCV deployed, power plant up, first refinery 70% done. Nothing to queue until the refinery completes and is placed, so I'll just hold and prep the next buildings.
- **0:56 GPT-5.6 Luna**: Place the ready barracks, then start an Ore Refinery to establish income. After it is placed, produce scouts and expand toward the likely enemy start at the southwest.
- **1:04 Jev Router**: Refinery nearly done. Place it, start barracks, then war factory. Scout toward enemy base soon.
- **1:04 GPT-5.6 Luna**: Refinery is nearly complete; keep the barracks producing infantry while the economy comes online. Build a second refinery after placing the first, then send the initial riflemen west to scout toward the likely enemy base.
- **1:12 Jev Router**: Opening is on track: powr done, proc ready to place, tent building. Place the refinery near ore, then queue the War Factory and more power. No army yet, no enemy contact.
- **1:12 GPT-5.6 Luna**: The refinery is nearly complete, so keep infantry production running and send the initial squad west to scout toward the likely enemy base. Once the refinery is ready, place it and queue additional power and a war factory for tank production.
- **1:20 Jev Router**: Barracks is 64% done; economy is healthy at $2980 with power surplus. Nothing new can be queued in Building until tent finishes, so I'll just keep the harvester mining and prep for the next step.
- **1:20 GPT-5.6 Luna**: Refinery is still building and infantry production is active. Send the existing rifle scouts west toward the likely enemy start while continuing rifle production; place the refinery as soon as it becomes ready, then start a war factory.
- **1:28 Jev Router**: Place the barracks, start a war factory for tanks, and queue some basic infantry to scout/protect. Keep the single harvester mining.
- **1:28 GPT-5.6 Luna**: Place the nearly finished refinery to activate income, keep the barracks producing, and continue scouting/advancing west toward the likely enemy base. The infantry should use attack-move so they can engage anything encountered.
- **1:36 Jev Router**: War factory is queued at 16%; barracks just placed so I can now train infantry. I'll pump out a few Rifle Infantry for scouting east toward the likely enemy base while the factory finishes.
- **1:36 GPT-5.6 Luna**: Place the ready refinery immediately to establish income, then queue a war factory once construction is available. Keep rifle production running and advance the infantry west toward the likely enemy start to scout and pressure.
- **1:44 Jev Router**: Economy is healthy ($2345, 1 harvester at (17,7) mining), power is fine. War Factory at 32% will unlock tanks. Need to keep building queue busy and start scouting east with cheap infantry since map is unexplored.
- **1:44 GPT-5.6 Luna**: The infantry column is already pushing west toward the likely enemy start, while the second refinery should improve income. Keep infantry production active and add rocket soldiers behind the rifle screen; save for a War Factory once funds allow.
- **1:52 Jev Router**: Economy is developing; weap almost done. Scout east toward the likely enemy base at (95,11) while finishing power and war factory, then pump Medium Tanks.
- **1:52 GPT-5.6 Luna**: The infantry screen is advancing west toward the likely enemy base, but no enemy has been found yet. Cash is still short of a War Factory, so add power now, then start a second Refinery while keeping infantry production active.
- **2:00 Jev Router**: War Factory nearly done; power is fine. My scout rifles found a lone enemy rifle near (34,19) — gang up on it while queuing more infantry to keep production busy and prepare for tanks once weap completes.
- **2:00 GPT-5.6 Luna**: Place the ready power plant, keep the infantry force advancing toward the likely enemy base, and continue rocket production. Economy is still too low for a second refinery, so let the harvester fund it while the army scouts and fights west.
- **2:08 Jev Router**: War Factory almost done, power plant queued next. Enemy scout nearly dead. Keep pushing my rifle group east to find the enemy base, keep harvester mining and queue more infantry.
- **2:08 GPT-5.6 Luna**: The infantry column is nearing the enemy approach, with one hostile rifleman exposed near (32,19). Continue the advance west toward the likely base while maintaining rocket production and saving for a second refinery and War Factory.
- **2:16 Jev Router**: Weap is nearly done (99%) so I'll place it next turn and keep the barracks busy. Cash is low ($366), so pull the hurt riflemen back toward base and keep the healthy group pushing east while the harvester mines. Queue a rocket soldier for anti-armor and a second refinery next for economy.
- **2:16 GPT-5.6 Luna**: The army is closing on the enemy infantry near (35,20); concentrate all combat units there and continue toward the likely enemy base at (12,16). The second refinery is already building, and the infantry queue remains active.
- **2:24 Jev Router**: War Factory is ready — place it to unlock tanks (key to winning). Cash is tight ($75+$448), so keep infantry queuing and push the eastern e1 squad toward the enemy, but be careful: my squad is heavily damaged. Need economy growth soon.
- **2:24 GPT-5.6 Luna**: Our scattered infantry are near enemy forces west; consolidate pressure while the refinery finishes. Keep the harvester mining and set the barracks rally west so reinforcements join the attack.
- **2:32 Jev Router**: We're broke ($1 cash) with a big infantry group already trading kills at (43,24). No cash means no production, so focus on keeping the harvester mining and pushing our force east toward the enemy base at (95,11). Pull the nearly-dead #153 back.
- **2:32 GPT-5.6 Luna**: The refinery is still building and cash is empty, so the immediate priority is maintaining the westward rocket push while the harvester returns ore. Keep the infantry queue active if space permits and regroup the scattered rockets toward the likely enemy base.
- **2:40 Jev Router**: Cash is drained ($1) with one harvester; nothing affordable this instant, so keep the army pushing east toward the enemy start (~95,11) and pull the badly damaged riflemen back. Once income returns, queue a second refinery and more rocket soldiers.
- **2:40 GPT-5.6 Luna**: The refinery is nearly complete, so conserve spending until it finishes and provides another harvester. Push the two visible rocket soldiers west toward the likely enemy start while the barracks continues producing rockets.
- **2:48 Jev Router**: Nearly broke ($1) with only one harvester — economy is the bottleneck. My main infantry blob is scattered east of base; enemy base is far at (95,11). I'll consolidate the healthy units and push them east while pulling the badly damaged ones back toward base. Power plant finishes this tick, so I'll queue a second refinery for income.
- **2:48 GPT-5.6 Luna**: The second refinery is nearly complete; place it as soon as ready, then start a War Factory. Keep the surviving rocket soldier scouting west toward the enemy start while the barracks queue remains active.
- **2:56 Jev Router**: Place the ready power plant to keep energy positive as second refinery builds. Continue advancing our forward infantry column towards the enemy base at (95,11) and queue a light tank.
- **2:56 GPT-5.6 Luna**: Ore Refinery is nearly ready; place it immediately to double income, then start a War Factory. Keep the rocket soldier scouting west toward the suspected enemy start while queued infantry continues.
- **3:04 Jev Router**: Economy is stalled at $0 with only one harvester, so I must boost income while my forward infantry pushes the enemy. Grouping scattered units and driving toward the enemy base at (95,11).
- **3:04 GPT-5.6 Luna**: The refinery is still under construction, so cash is temporarily empty; keep the infantry queue active while the rocket scouts west and engages the visible rifleman. Continue probing toward the likely enemy base and place the refinery as soon as it becomes ready.
- **3:12 Jev Router**: Cash is $0 so production is throttled; harvester is mining. Main rifle group is near (83,14) pushing toward the likely enemy base at (95,11). I'll keep the advance going, pull the badly damaged units back to regroup, and set rally points so reinforcements flow to the front.
- **3:12 GPT-5.6 Luna**: The economy is temporarily cash-starved, but the second refinery is nearly complete and the War Factory follows it. Keep the barracks producing rocket soldiers and rally them west toward the likely enemy base; no army is currently available to move.
- **3:20 Jev Router**: Cash is $0 with only one harvester, so economy is the bottleneck - refinery is already building. My northern rifle group is near the likely enemy base (95,11); push them in with the middle rocket group. Keep queues busy.
- **3:20 GPT-5.6 Luna**: The enemy is probing just west of the base, while the refinery and War Factory remain in the build queue. Use the rocket soldier to attack the visible infantry, keep the harvester mining, and preserve the long rocket production queue.
- **3:28 Jev Router**: Economy is stalled at $0 with only one harvester, so nothing can be produced. My forward group is probing toward the enemy base at (95,11) after heavy kills. Push the attack while the proc finishes, and get the harvester mining.
- **3:28 GPT-5.6 Luna**: The second refinery is nearly complete and the War Factory is already queued. Enemy infantry are close to the base, so keep rocket production active and rally new troops west while preserving the harvester and repairing the damaged power plant.
- **3:36 Jev Router**: Front group is already at the enemy base perimeter (88-89,12) with no defenders visible, so push them in to start killing buildings while they have a numbers advantage. Economy is dry at $0, so keep the harvester mining and let the refinery finish.
- **3:36 GPT-5.6 Luna**: Cash is empty and the second refinery is still under construction, while enemy infantry is massing just west of the base. Keep the harvester mining, maintain rocket production, and rally new troops toward the enemy approach; the queued War Factory should follow the refinery.
- **3:44 Jev Router**: Cash is dry so production will stall; my main push group (~90,11) sees no enemies, so I'll drive it straight onto the suspected enemy base at (95,11). Damaged rifles stay home guarding the base while the economy recovers.
- **3:44 GPT-5.6 Luna**: The base is under immediate infantry pressure, but no combat units or barracks are currently alive. Finish and place the second refinery, then complete the queued War Factory and rebuild infantry production; keep the harvester working while relying on queued rocket soldiers if the barracks survived.
- **3:52 Jev Router**: Army is massed near (91,12), right by the suspected enemy base at (95,11) but nothing visible yet - push in to reveal and destroy. Cash is $0 so rely on queued production; keep the harvester mining. Damaged home rifles stay to guard.
- **3:52 GPT-5.6 Luna**: Place the ready second refinery immediately to increase income; the enemy infantry mass is dangerously close, so preserve the Construction Yard and prepare rapid tank production once the War Factory completes.
- **4:00 Jev Router**: Our frontline force has reached the enemy base and spotted their Ore Refinery at (93,14). Directing all frontline units to focus fire on the refinery to cripple their economy.
- **4:00 GPT-5.6 Luna**: Place the ready second refinery to complete the economy, then finish the War Factory and immediately rebuild a barracks. The enemy infantry is dangerously close, so production must prioritize a defensive army once the queues allow it.
- **4:08 Jev Router**: My army is at the enemy base chewing on their refinery (#186, 48%). Cash is $0 so I must finish the kill fast and keep economy alive. Push the proc down and rally new units to the front.
- **4:08 GPT-5.6 Luna**: The enemy infantry is massed directly beside the base while the War Factory is stalled at 6% for lack of cash. Keep both harvesters mining, repair the damaged refinery and Construction Yard, and prioritize getting the War Factory placed so tanks can start immediately.
- **4:16 Jev Router**: No enemy units or buildings are currently visible, and my main force is already at (91,12) near the enemy start. Cash is $0 so production is stalled; I need my army to keep hunting while the economy restarts (harvesters queued). Send idle reinforcements east and push the main group to sweep the enemy start area.
- **4:16 GPT-5.6 Luna**: The enemy infantry blob is threatening the base, while the War Factory is still under construction and I have no combat units. Keep the Construction Yard repaired, preserve both harvesters by pulling them away from the enemy, and finish the War Factory so tanks can begin immediately.
- **4:24 Jev Router**: Cash is $0 so production is stalled; the harvester must keep mining to restart income. No enemy is visible despite earlier contact near (91-93,12-14), so I'll sweep the eastern force wider to relocate the enemy base while keeping the damaged rifles home as guards.
- **4:24 GPT-5.6 Luna**: The enemy infantry mass is pressing the Construction Yard while the War Factory is still building and cash is exhausted. Keep the harvesters mining, maintain repairs, and place the War Factory as soon as it is ready so Medium Tank production can begin immediately.
- **4:32 Jev Router**: Cash is $0 but production is progressing on trickle income; my eastern force sits on top of the enemy start cell with only a harvester visible — likely I already wrecked their base there and they may have rebuilt elsewhere. Kill the harvester, push east/south to find remaining enemy structures, and keep the base defenses intact.
- **4:32 GPT-5.6 Luna**: I have no combat units and power is critically low, while enemy infantry is threatening the base. Keep both harvesters mining, repair the power plant, and let the queued War Factory finish so I can begin producing Medium Tanks.
- **4:40 Jev Router**: Our eastern force is already at the enemy base perimeter (95,14-17); push them onto the enemy harvester #149 and refinery #148 while the 3tnk finishes. Base has leftover infantry defending, economy is recovering with proc building and harvesters queued.
- **4:40 GPT-5.6 Luna**: The base is nearly destroyed and currently has no combat force or power, while enemy infantry are pressing the refinery. Place the pending War Factory immediately, repair the damaged power plant, and begin rebuilding armor as soon as production becomes available.
- **4:48 Jev Router**: Cash is $0 so everything is stalled - priority is getting the harvester mining and economy moving. My east force is sitting near the enemy start (94-98,10-19) but no enemy buildings are visible, so I'll have them sweep outward to locate remaining enemy structures while the home base stays defended.
- **4:48 GPT-5.6 Luna**: Our Construction Yard and combat production appear lost, leaving only the refinery and two damaged harvesters. Attempt to restore power if the game still recognizes a build queue, while pulling harvesters away from the enemy infantry cluster.
- **4:56 Jev Router**: Economy is at $0 but a proc is 53% built and the harvester is mining again. Enemy shows zero visible units/buildings, so the east strike force should sweep the enemy start area (95,11) and surrounding cells to find and finish remaining structures. Base stays defended by damaged infantry.
- **4:56 GPT-5.6 Luna**: The base is effectively crippled: the Construction Yard and power are gone, leaving only two damaged harvesters and a refinery. I will try to use the harvesters offensively to crush the nearby infantry and preserve any chance of scoring.
- **5:04 Jev Router**: Big army already at the enemy base area (95,15-96,22); only a wounded enemy harvester is visible. Sweep the enemy start (95,11) to finish off buildings, kill the harvester, keep the harvester mining, and let the proc finish. Cash is $0 so nothing new can be queued.
- **5:04 GPT-5.6 Luna**: We have no Construction Yard or combat units, and enemy infantry is surrounding the refinery. Use both harvesters offensively to crush the clustered infantry and preserve the refinery as long as possible.
- **5:12 Jev Router**: East force is at the enemy start chewing on their harvesters — keep pressing toward their base at (95,11). Cash is near zero so economy is the bottleneck; make sure the harvester is mining and keep the proc building. Leave damaged infantry at home on defense.
- **5:12 GPT-5.6 Luna**: The Construction Yard and all production are gone, leaving only two critically damaged harvesters against a nearby infantry force. I will send the harvesters away toward the likely enemy start, hoping to preserve them or force a retreat while scouting for enemy structures.
- **5:20 Jev Router**: Enemy base at (95,11) largely destroyed (5 buildings dead). Fanning out infantry to locate any remaining enemy structures/units while sending the light tank to assist.
- **5:20 GPT-5.6 Luna**: The base is effectively crippled with no Construction Yard, no power, and only two badly damaged harvesters. Preserve the healthier truck and use it to crush or drive off the nearby infantry while the damaged truck retreats toward the refinery.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56luna-g3.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
