---
title: "GPT-5.6 Terra vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g2.html
description: "GPT-5.6 Terra 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-gpt56terra-g2

# GPT-5.6 Terra vs Jev Router

GPT-5.6 Terra destroyed the enemy base after 9.5 game-minutes · 15.2 min wall clock

Jetty run 9872e42e
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56terra-g2.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g2/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g2/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g2/validation_report.json)

WIN russia · west

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$8,300Value lost$7,300
Units killed / lost25 / 55Buildings killed / lost4 / 0
Peak army$6,750Orders issued96
Decision turns (failed)72 (0)Mean latency3.8sModel cost$0.570

LOSS russia · east

Jev Router

typesafe/jev-router

Value destroyed$7,300Value lost$8,300
Units killed / lost55 / 25Buildings killed / lost0 / 4
Peak army$2,000Orders issued112
Decision turns (failed)72 (0)Mean latency5.3sModel cost$0.166

## 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 | gpt56terra won: base destroyed |
| pass | code\_check | decisions-logged | turns per slot: {'Multi0': 72, 'Multi1': 72} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/72', 'Multi1': '0/72'} |
| pass | code\_check | video-decodes | duration 96.7s |
| pass | code\_check | video-complete | video ends at tick 14201 of 14201 |
| pass | code\_check | limits-respected | ended after 15.2 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | Notes section cites final thoughts from both models and explains Terras economic dominance and JevRouters loss of economy |
| pass | checklist | players-match-request | result.json records gpt56terra (openai/gpt-5.6-terra) as Multi0 and jev (typesafe/jev-router) as Multi1 matching --a and --b |
| pass | checklist | no-silent-outage | run.log shows 72 clean decision turns per player with 0 failures and no gaps; all turns logged at 1.6s-8.5s latency |

## 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 Soviet economy opening with power, then refinery and barracks.
- **0:00 Jev Router**: Starting the match. Deploying MCV at home location and queuing first 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 refinery income and infantry scouting.
- **0:08 Jev Router**: Opening is underway: Construction Yard deployed, Power Plant queued. Nothing else can be queued until powr finishes (one building at a time). Next up will be Ore Refinery for income, then barracks/war factory.
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed with ample starting cash. Begin the standard economy opening immediately: power first, then refinery as soon as placement completes.
- **0:16 Jev Router**: Standard Soviet opening. Deploy is already done (CY exists). Start power plant immediately, then refinery, barracks, war factory in sequence.
- **0:24 GPT-5.6 Terra**: Deploy the initial power immediately and begin the first refinery to establish income. Enemy is far east, so the opening priority is economy and production infrastructure.
- **0:24 Jev Router**: Opening turn: place the ready power plant next to the Construction Yard, then queue the Ore Refinery and Barracks. Cash is healthy at $4700.
- **0:32 GPT-5.6 Terra**: Initial power is placed and the first priority is establishing ore income. I will start the first refinery immediately, then expand into infantry and vehicle production.
- **0:32 Jev Router**: Opening turn done: Construction Yard and Power Plant are up with $4700 in the bank and no income yet. Priority is to get an Ore Refinery (proc) so harvesters start earning, then a barracks for infantry.
- **0:40 GPT-5.6 Terra**: First refinery is underway; secure the economy immediately, then establish infantry production and expand into vehicles. Enemy is expected far east near (95,11).
- **0:40 Jev Router**: Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% done. Nothing to micro yet with zero units. I'll let the refinery finish and queue the next building.
- **0:48 GPT-5.6 Terra**: The first refinery is nearly complete; I will place it as soon as ready and immediately transition into infantry production and a second economic structure.
- **0:48 Jev Router**: Opening is on track: Ore Refinery at 47% and $4041 banked. Nothing placeable yet, and the Building queue is busy, so I'll just hold this turn and queue Barracks -> War Factory -> second Refinery as soon as the Refinery finishes.
- **0:56 GPT-5.6 Terra**: First refinery is still building and should be placed as soon as it completes. Then immediately establish infantry production while the free harvester starts income.
- **0:56 Jev Router**: Opening is on track: Construction Yard and power plant up, first Ore Refinery at 70%. Nothing to issue this turn since the Building queue is occupied; next up is the barracks then war factory, and I'll place the refinery next to the ore field when it finishes.
- **1:04 GPT-5.6 Terra**: The first refinery is about to complete, giving the first harvester and income. I will place it immediately, let the barracks finish, and prepare infantry production and a second refinery/war factory follow-up.
- **1:04 Jev Router**: Opening is on track: refinery nearly done, cash healthy at $3.4k. Queue barracks next, then war factory; place refinery the moment it's ready near ore.
- **1:12 GPT-5.6 Terra**: The first refinery is ready, and the barracks is queued behind it. Place the refinery immediately, then use the barracks to begin infantry scouting toward the likely eastern enemy base.
- **1:12 Jev Router**: Ore Refinery is ready to place, which will bring our first harvester. Barracks is already building, so we'll prepare for War Factory next.
- **1:20 GPT-5.6 Terra**: Barracks is nearing completion; keep the harvester mining and immediately begin infantry production once it is placed. Economy is healthy enough to follow with a second refinery or war factory.
- **1:20 Jev Router**: Barracks is at 64% and power/economy are healthy with $2980 banked. Nothing to place yet and the building queue is busy, so I'll just wait for the barracks to finish before starting the War Factory and queuing infantry.
- **1:28 GPT-5.6 Terra**: Barracks is ready and we have sufficient power and cash to transition directly into a War Factory. I will establish infantry scouting while the factory is constructed and keep the harvester working.
- **1:28 Jev Router**: Early game. Place barracks, queue infantry, start war factory, keep harvester working. Enemy is likely SW at (12,16), so I'll scout later with infantry.
- **1:36 GPT-5.6 Terra**: War Factory is under construction and the barracks is available. I will continuously produce scouts and anti-tank infantry while rallying them east, then add a second refinery as soon as the factory is placed.
- **1:36 Jev Router**: War factory is building (16%) and barracks is now placed. I'll queue infantry from the barracks and keep my harvester mining. Power is fine for now. Enemy likely SW at (12,16).
- **1:44 GPT-5.6 Terra**: War Factory is nearing completion and infantry production is already queued. Scout east toward the likely enemy base while preserving cash for a second refinery after the factory is placed.
- **1:44 Jev Router**: Weap at 32%, cash healthy. Keep infantry queues full and start planning second refinery for economy. Harvester is mining fine, no enemies visible yet.
- **1:52 GPT-5.6 Terra**: War Factory is nearly ready; continue infantry production and scout east toward the enemy start while preserving the rocket soldier. Place the factory as soon as it completes, then immediately add a second refinery.
- **1:52 Jev Router**: War Factory is at 49%. Sending two riflemen to scout west and southwest toward the center while base finishes weap.
- **2:00 GPT-5.6 Terra**: War Factory is nearly ready; place it immediately when available, then add a second refinery for sustained vehicle production. Existing infantry will continue scouting east toward the likely enemy start while the barracks queue fills out the force.
- **2:00 Jev Router**: Building queue is on weap, infantry queue is full. Need to keep scouting west toward the enemy start at (12,16) while economy runs. Power is fine for now.
- **2:08 GPT-5.6 Terra**: War Factory is nearly complete; keep scouting toward the likely enemy start while infantry production continues. Place the factory immediately next turn, then add a second refinery and begin tank production.
- **2:08 Jev Router**: War Factory nearly done and an e3 is in the infantry queue; enemy still unseen west. Consolidate the scattered infantry and push them westward to scout/secure, while queuing more rocket troops.
- **2:16 GPT-5.6 Terra**: War Factory is nearly complete; place it and immediately start a second refinery to expand income. Continue scouting east toward the likely enemy base while the infantry queue finishes.
- **2:16 Jev Router**: War Factory nearly done - place it and start a Power Plant next. Army continues pushing west toward the enemy start. Keep infantry queues full; cash is low so rely on the harvester.
- **2:24 GPT-5.6 Terra**: War Factory is ready and must be placed immediately; the second refinery is underway to support sustained vehicle production. Infantry and rockets continue scouting toward the likely enemy start while preserving map control.
- **2:24 Jev Router**: War Factory is ready to place and barracks queue is full, so focus on placing weap, keeping economy running, and pushing my scattered infantry west toward the enemy start (12,16). Cash is very low so I need a second harvester soon.
- **2:32 GPT-5.6 Terra**: Second refinery is under construction and infantry production is continuously queued, but cash is currently exhausted. Keep the scouting force pressing east toward the likely enemy base while the harvester mines and the refinery completes.
- **2:32 Jev Router**: Cash is 0, so everything depends on my single harvester. My 10-unit push moved west toward the enemy start (12,16). I'll keep the army advancing, make sure the harvester is mining, pull the wounded rifleman back, and queue a second harvester for economy.
- **2:40 GPT-5.6 Terra**: Our scouting force has reached and spotted an enemy infantry screen. Keep pressure east toward the likely enemy base while the second refinery completes and income ramps up.
- **2:40 Jev Router**: Army is engaging enemy infantry near (48-52,25). Cash is $0 so focus on economy and keeping the push going. Retreat the two badly damaged riflemen, push the rest west toward the enemy start, and keep production flowing.
- **2:48 GPT-5.6 Terra**: Our forward infantry has reached and outnumbered an exposed enemy rocket soldier. Keep pressure toward the likely enemy base while the refinery completes and the harvester keeps mining.
- **2:48 Jev Router**: Place the ready power plant and start Ore Refinery for economic scaling. Push the army toward enemy at (12,16) while retreating severely damaged riflemen.
- **2:56 GPT-5.6 Terra**: Second refinery and infantry production are underway, but cash is currently exhausted. Clear the visible enemy infantry and keep the forward force advancing toward the likely enemy base while the harvester mines.
- **2:56 Jev Router**: Economy is stalled at $0 with only one harvester; I must get it mining and keep the proc/harv queues going. Enemy has only two e1s visible at (49,26) — finish them with my nearby idle units while pulling the two near-dead rifles back to base.
- **3:04 GPT-5.6 Terra**: Second refinery is progressing and infantry production is queued. Push the healthy rifle group toward the likely enemy base while pulling the damaged rifle back and keeping the harvester mining.
- **3:04 Jev Router**: Cash is $0 so everything depends on the harvester — get it mining and keep the harv/proc queues going. Army is tiny; pull the two near-dead rifles back, scout toward the enemy start with the idle rocket soldier, and keep barracks producing.
- **3:12 GPT-5.6 Terra**: Second refinery is progressing and the infantry queue will keep spending incoming funds. Continue scouting and consolidating the healthy rifle group toward the likely enemy start while the damaged rifle retreats to base.
- **3:12 Jev Router**: Economy starved at $0 with only 1 harvester — must get ore flowing. Keep the harvester mining, scout toward the likely enemy start with the rocket soldier, and let the queued proc/harvester finish. Pull the badly damaged rifle infantry off the front so they don't feed kills.
- **3:20 GPT-5.6 Terra**: Second refinery is nearly complete and will strengthen income; power will need expansion immediately afterward. Healthy rifle scouts should keep pressing east/northeast toward the expected Allied base while the damaged scout returns.
- **3:20 Jev Router**: I'm nearly broke with only 1 harvester and 2 badly damaged riflemen after losing a scout. Priority is economy: keep the harvester mining, keep the queued harv/proc/infantry building, and stage new units at a rally point. No spare cash to start new buildings this turn.
- **3:28 GPT-5.6 Terra**: Second refinery is nearing completion, and infantry production is already fully queued. Continue scouting aggressively toward the likely enemy start while keeping the damaged rifleman back near base.
- **3:28 Jev Router**: Cash is tight with one harvester, but harv 2 and proc are underway. Dispatching our two low-health riflemen to scout westward and southwest to locate enemy movements and reveal the map.
- **3:36 GPT-5.6 Terra**: Second refinery is halfway complete and will strengthen income once placed. Infantry scouts are spread across the center and northeast; continue converging toward the likely enemy base while the damaged rifle returns home.
- **3:36 Jev Router**: Economy is stalled at $0 cash with one harvester; I need that second harv and the refinery to complete. My two riflemen are nearly dead, so I'll pull them back to base. Keep queues running and park new units defensively until I can afford an attack.
- **3:44 GPT-5.6 Terra**: Second refinery is nearing completion and will unlock the income needed for sustained vehicle production. Our eastern scouts have found an enemy harvester near its likely base; pressure it while central infantry continues advancing.
- **3:44 Jev Router**: Cash is at 0, so everything hinges on the two harvesters completing. Enemy rifles are harassing my harvester at (88,10) — send the rocket soldier to clear them and pull the damaged rifles back toward base. Let the proc finish and harvs complete.
- **3:52 GPT-5.6 Terra**: Our second refinery and rifle batch are nearly complete while forward scouts have confirmed the enemy refinery at the expected start. Keep pressure on that refinery and advance the scattered infantry toward the enemy base while income resumes.
- **3:52 Jev Router**: Economy is starving at $0; harvesters in production will fix that. Clear the enemy rifle near our harvester with the rocket soldier, pull the two nearly-dead riflemen back to base, and keep queues running.
- **4:00 GPT-5.6 Terra**: Our forward infantry are close to the exposed enemy refinery; focus it down while reinforcements continue marching east. The second refinery is nearly complete, so place it immediately when ready and use the income for power and armor infrastructure.
- **4:00 Jev Router**: Cash is $0, so everything depends on the one active harvester plus the two in production. #160 enemy rifle is harassing near (89,10) at 50% hp; my e3 #171 can finish it. My two rifle infantry are nearly dead, so pull them back to the base.
- **4:08 GPT-5.6 Terra**: Our forward infantry have reached the exposed enemy refinery and should finish it, while reinforcements continue advancing from the west. The second refinery is nearly ready and will be placed immediately once completed to restore strong income.
- **4:08 Jev Router**: Economy is starved at $0 with only one harvester actually mining; my two e1s are nearly dead and enemy infantry are probing my base. I'll keep the valuable rocketeer/harvester queues running, tuck the weak infantry back to defend, and set rally points so new troops gather safely.
- **4:16 GPT-5.6 Terra**: Our forward infantry are already at the exposed enemy refinery and should finish it while nearby rifles reinforce. The second refinery is nearly ready, so income should recover shortly for continuous expansion.
- **4:16 Jev Router**: Cash is $0 — everything is stalled waiting on ore. My single harvester must get back to mining immediately. I queued way too many harvesters (4) for one refinery, so I'll trim that queue. The enemy scout e1s are irrelevant; no enemy base found yet.
- **4:24 GPT-5.6 Terra**: Our infantry has reached the enemy start area but has lost vision of the refinery, so they should sweep and continue pressuring the base. The second refinery is nearing completion; place it immediately next turn, then restore power and move toward a Service Depot for heavy tanks.
- **4:24 Jev Router**: Economy is starved with $0 cash and only one harvester. Enemy rifle scouts are poking near my base (87-89,10-14). Priority is getting ore income flowing and keeping my weak units alive rather than feeding them into a fight they'll lose.
- **4:32 GPT-5.6 Terra**: The second refinery is nearly ready and will strengthen income; our forward infantry have reached the enemy’s likely start but currently see no structures. Keep pressure and reconnaissance near (95,11), while the harvester mines continuously and the War Factory gets a rally point for upcoming armor.
- **4:32 Jev Router**: Cash is 0, so all production is stalled - the only way forward is to get harvester #132 actively mining again. Enemy riflemen are creeping toward my base from the west; my two rifles are nearly dead so I'll keep them back rather than feed free kills. Let the existing queues finish once ore flows in.
- **4:40 GPT-5.6 Terra**: The second refinery and rifleman are nearly complete, which will improve our economy shortly. Forward infantry have reached the enemy start area; eliminate the visible harvester and continue scouting for structures while remaining units advance east.
- **4:40 Jev Router**: Economy stalled at $0; only income is harvester #132, so priority one is keeping it mining. My two rifle infantry are nearly dead (8% and 25% hp) and enemy has 6 e1s massing at (88,11) west of my base — pull the wounded troops back toward the Construction Yard so they don't feed free kills. Production queues (proc, harv, e3) are already running and will complete as ore comes in.
- **4:48 GPT-5.6 Terra**: Enemy refinery is critically damaged and our forward rifle group is already at their likely base. Finish it immediately while continuing to pressure the exposed harvester; the refinery will be placed as soon as construction completes.
- **4:48 Jev Router**: Economy is broke ($0) with only 1 harvester; must keep it mining to fund the half-built refinery (free harvester) and then a flame tower. Enemy has 7 rifle infantry massing at ~(88,11), a direct threat to my base — I'll queue a defensive Flame Tower and keep my rocket soldier guarding the west approach while pulling the nearly-dead riflemen back.
- **4:56 GPT-5.6 Terra**: The second refinery is nearly complete and our forward infantry are already at the enemy start area. Keep pressure on the known base location while reinforcing from the west and preserve the badly damaged scout.
- **4:56 Jev Router**: Broke and relying on the single harvester; enemy scout e1 at (89,12) is poking our west approach. I'll keep the harvester mining, kill the intruder with my rocket soldier + rifleman, and leave the 8% rifleman at home. Nothing affordable to queue until ore comes in.
- **5:04 GPT-5.6 Terra**: A second refinery is ready and must be placed to accelerate income. Our forward infantry are already surrounding the exposed enemy Construction Yard, so they should focus it down while rear infantry advance to reinforce.
- **5:04 Jev Router**: Economy is starved at $0 with only 1 harvester, and 8 enemy rifle infantry are poking my west side. I need the ore truck mining ASAP, keep the refinery/defense queues rolling, and not over-commit cash to infantry. Defenses (flame tower) and a couple cheap rifles will hold the western approach.
- **5:12 GPT-5.6 Terra**: Our forward rifle squads are already inside the enemy start and can finish the damaged Construction Yard. Power is low, so begin a power plant immediately while keeping infantry pressure focused on the enemy base.
- **5:12 Jev Router**: Cash is at $0 so nothing can progress until the harvester delivers ore; there's a 9-strong enemy rifle blob sitting just west of my base at (89-91,10-14) that has been shredding my units. I'll keep the harvester mining, pull my 8%-hp rifleman back out of contact, and let the queued proc/flame tower finish once income arrives.
- **5:20 GPT-5.6 Terra**: Our forward infantry are inside the exposed enemy base and should finish the damaged Construction Yard immediately. Power plant construction is underway; keep pressure on the enemy’s remaining visible infrastructure while reinforcements march east.
- **5:20 Jev Router**: We're broke with the refinery destroyed — the stalled proc is our lifeline, but $0 means it never finishes. Sell the War Factory for cash, cancel the queued Flame Tower so it can't steal the money, and get the refinery up to restart income.
- **5:28 GPT-5.6 Terra**: Power plant is nearing completion and our infantry are inside the enemy base area. Finish off the visible enemy power plant while maintaining infantry production, then restore power and expand ore income.
- **5:28 Jev Router**: Enemy infantry blob sits at (91,10-14) right on my doorstep threatening the Construction Yard (41% hp). Low on cash ($398) but proc is 70% done. I'll push my idle units to clear the blob, trickle cheap riflemen to reinforce, and repair the fact so I can keep producing.
- **5:36 GPT-5.6 Terra**: Power plant is nearly complete and low power is slowing everything; place it as soon as it becomes ready, then expand ore income. Our scattered infantry should converge aggressively on the exposed enemy start while new infantry rallies east.
- **5:36 Jev Router**: No enemies visible; my 10-inf blob must have retreated or died. I'm broke ($0) so income is the priority: get harv #132 mining and repair damaged power/fact. Queue stays busy with existing infantry orders; nothing new to build without cash. Consolidate the scattered infantry near the base as a defensive screen until the proc finishes and cash flows.
- **5:44 GPT-5.6 Terra**: Power is ready and must be placed immediately to restore production speed. I will expand ore income with another refinery while the infantry mass continues advancing toward the likely enemy start.
- **5:44 Jev Router**: Economy is stalled at $0 with a nearly complete refinery. I'll place the refinery near ore, cancel the flood of queued infantry to stop cash drain, and keep harvesters mining. Base buildings are repairing.
- **5:52 GPT-5.6 Terra**: The second refinery is underway and power is ample. Infantry is already streaming east toward the expected enemy base; keep them advancing while saving for a Service Depot and tank production.
- **5:52 Jev Router**: Cash is zero, so everything hinges on the harvester delivering ore and the proc finishing (94%). Construction Yard at 41% is critical - start repairing it. Gather idle infantry west to screen the harvester and base approach from the enemy's WSW base.
- **6:00 GPT-5.6 Terra**: Second refinery is nearing completion and infantry production is queued. Continue advancing the scattered rifle screen toward the likely enemy base while moving rocket soldiers up to support and keeping the barracks rally forward.
- **6:00 Jev Router**: Refinery is nearly finished at 94% but waiting on funds/ticks; harvester will deposit soon. Repairing damaged power plant and positioning infantry near harvester at (85,6) to secure our income.
- **6:08 GPT-5.6 Terra**: The second refinery is nearly complete and will strengthen income; current infantry is spread across the map with a few scouts near the likely enemy approach. I will consolidate the healthier force toward the eastern enemy start while withdrawing the critically damaged rifleman, then convert new income into a Service Depot and tank production.
- **6:08 Jev Router**: Cash is at $0 so I can't build; proc at 94% will finish this turn. Main priority is keeping the harvester mining and clearing the two enemy riflemen near my base. My base buildings are badly damaged (fact/powr at 41%) so I'm vulnerable — need to get the proc placed fast and rebuild economy.
- **6:16 GPT-5.6 Terra**: The refinery is still constructing and cash is exhausted, so I will preserve the wounded scout while consolidating the dispersed infantry and rockets toward the likely enemy base. Once income resumes, place the refinery and immediately pursue a Service Depot for tank production.
- **6:16 Jev Router**: Economy is stalled at $0 with only one harvester, so I can't afford new construction right now. The refinery is nearly done (94%) and must be placed near the ore at (88,10) next turn. For now I'll keep the barracks queued with cheap infantry so it resumes the moment ore comes in, and consolidate my battered infantry near the base on defend stance instead of throwing 7 rifles at an unknown enemy.
- **6:24 GPT-5.6 Terra**: Second refinery is nearly complete and will strengthen our economy shortly. Regroup the scattered infantry and rocket soldiers toward the likely enemy approach while withdrawing the critically damaged rifleman.
- **6:24 Jev Router**: Our Refinery is stalled at 94% because cash is $0 and our previous refinery was destroyed, leaving the harvester unable to unload. Selling damaged Power Plant #124 and canceling infantry will inject instant cash to finish the Refinery and restart our economy.
- **6:32 GPT-5.6 Terra**: A refinery is ready and must be placed immediately to expand income and add a third harvester. Our scattered infantry should continue concentrating toward the likely enemy start in the northeast while the barracks rallies reinforcements there.
- **6:32 Jev Router**: Economy is stalled at $1 with no refinery; proc is 96% done and will finish soon, so I'll place it next turn. Meanwhile repair the damaged Construction Yard and scout toward the likely enemy start (12,16). Can't afford new builds yet, so focus on getting income online.
- **6:40 GPT-5.6 Terra**: Three refineries are established but cash is currently exhausted, so the priority is letting harvesters fund a Service Depot for heavy tanks. The forward infantry and rockets should continue scouting toward the likely enemy base while the badly damaged rifleman retreats.
- **6:40 Jev Router**: Cash is basically zero and the refinery is at 96%, so economy is the bottleneck. I'll keep the harvester on ore, push my western rifles to clear the lone enemy rocket soldier, and pull the near-dead rifle back to base. Can't afford new construction with $1, so next turn I place the refinery and start the war factory.
- **6:48 GPT-5.6 Terra**: Our three-refinery economy is established but funds are currently tied up in infantry production. Continue the eastern reconnaissance toward the likely enemy start, preserve the critically damaged scout, and bank the next income for a Service Depot so heavy tanks can begin production.
- **6:48 Jev Router**: Cash is essentially zero, so I need the refinery placed immediately to start income. Send the idle harvester back to mining and keep a small group scouting west while the rest guard the base.
- **6:56 GPT-5.6 Terra**: Our forward infantry screen is nearing the likely enemy side while the economy has three refineries and harvesters. Keep scouting pressure east, withdraw the critically damaged rifle, and save incoming funds for a Service Depot so heavy tanks can begin production.
- **6:56 Jev Router**: I'm broke ($1) with my Construction Yard at 41% HP and proc 96% done. Repair the fact to keep building production alive, let the proc finish for economy, and gather idle units to defend near base since the enemy has been raiding (I lost 15 units/1 building).
- **7:04 GPT-5.6 Terra**: Service Depot is progressing and the infantry screen is nearing the enemy approach. Push the main force toward the likely enemy base while the wounded rifle retreats, and keep barracks production active until heavy tanks unlock.
- **7:04 Jev Router**: Finish proc and power plant, keep training infantry, and attack the weakened enemy rocket soldier near our base with idle units to secure the area.
- **7:12 GPT-5.6 Terra**: Service Depot is nearing completion; infantry assault should continue toward the likely enemy base while the damaged scout retreats. Place the depot immediately when ready, then prioritize heavy tank production and sustained infantry pressure.
- **7:12 Jev Router**: Poor cash ($1) and only one harvester, so economy recovery comes first: finish/place the refinery and keep mining while the rifle blob pushes west toward the enemy base at (12,16). Fact is repairing; no need to over-commit units yet.
- **7:20 GPT-5.6 Terra**: Service Depot is nearly complete, and the main infantry column is approaching the suspected enemy area. Keep pressure eastward while the damaged rifleman retreats; place the depot immediately when ready and transition into tank production.
- **7:20 Jev Router**: Economy is starving ($1) with only one harvester, and the proc is nearly done building so I should place it next turn. My idle infantry cluster near (75,14) should clear the lone enemy rifleman to the west. Keep harvester mining and hold production.
- **7:28 GPT-5.6 Terra**: Place the completed Service Depot and keep the infantry pressure moving toward the likely enemy base in the northeast. Continue rifle production as ore income arrives, then prioritize a second War Factory for armor production.
- **7:28 Jev Router**: Proc is almost complete at 96% and will give us a second harvester. Construction yard needs urgent repair. Pushing our infantry squad west towards the enemy base.
- **7:36 GPT-5.6 Terra**: Our rifle column is already deep across the map and should keep pressing toward the likely Allied base. Cash is tied up in infantry production, so I will focus on maintaining the advance while withdrawing the critically damaged rifle.
- **7:36 Jev Router**: Economy is starved at $1 — I must get the refinery placed the moment it finishes to start income again. Army is already pushing west toward the likely enemy base; keep them advancing and add the idle technicians going nowhere useful. Power is fine, so focus on income and pressure.
- **7:44 GPT-5.6 Terra**: Our rifle column is nearing the likely enemy approach but has not found the base yet. Keep scouting aggressively, preserve the wounded rifle, and save income for Heavy Tanks while maintaining infantry production.
- **7:44 Jev Router**: Cash is $1 so nothing new can start; focus on getting the 2nd refinery placed and harvesters mining to restart income. Push the rifle squad west toward the enemy base while it's still alive.
- **7:52 GPT-5.6 Terra**: The rifle column is advancing toward the likely enemy base and has encountered two enemy riflemen. Keep pressure east while the wounded rifle retreats; spend incoming refinery income on heavy tanks as soon as available.
- **7:52 Jev Router**: Construction Yard is at 41% HP — critical to repair before it dies. Combat group of 5 e1 is right next to an enemy rifle at (56,28); push them west toward the enemy base. Cash is $1 so nothing can be built until the harvester delivers ore.
- **8:00 GPT-5.6 Terra**: Our rifle screen has reached enemy contact but lacks armor. Keep all production queues active, send the advancing force through the enemy infantry toward the likely base, and begin heavy tank production as funds arrive.
- **8:00 Jev Router**: Proc is at 96% and will finish shortly. Micro our 3 rifle infantry to eliminate enemy rifle #227 at (54,28) and continue scouting west toward (12,16).
- **8:08 GPT-5.6 Terra**: Heavy tanks and infantry are already queued while ore is being processed. The scouting column should keep pressing northeast toward the likely enemy base, while the badly damaged rifleman retreats.
- **8:08 Jev Router**: Economy is critical: only $1 cash and 1 harvester. The proc is nearly done and will complete next turn, so placing it is the immediate income fix. My 2 engineers were accidentally sent into combat last turn - pull them back to base and set them to hold fire so I don't lose them. No cash means production is stalled until the refinery is placed.
- **8:16 GPT-5.6 Terra**: Our infantry column is advancing through the center and heavy tanks are already queued. Keep all production focused on the tank/rocket push, rally reinforcements forward, and send the wounded rifleman home rather than losing it.
- **8:16 Jev Router**: Economy is starved: $1 cash, one harvester. Priority is placing the nearly-done Ore Refinery to get income and a free harvester, and sending the existing harvester back to mining. Engineers stay parked near base as capture units.
- **8:24 GPT-5.6 Terra**: Our infantry spearhead is advancing toward the likely enemy start while three heavy tanks are already queued. Keep the forward force moving northeast, preserve the damaged rifleman at home, and maintain aggressive production/rallies as income arrives.
- **8:24 Jev Router**: Nearly broke ($1) with proc at 96% - the key is to place it the moment it finishes so the free harvester starts income. Fact is repairing. Engineers should stay home out of danger.
- **8:32 GPT-5.6 Terra**: Our forward infantry is nearing the likely enemy start but has not made contact, while the heavy tank is still back at base. Keep production running, push the combat force into the enemy corner, and pull the critically damaged rifleman away.
- **8:32 Jev Router**: Cash is near zero and my only income is one harvester, so economy is the priority. The second refinery is 96% done and will be ready to place next turn. Keep the two engineers safe at base and let the harvester mine.
- **8:40 GPT-5.6 Terra**: Enemy Construction Yard is exposed at 40% health and our forward infantry are already at its perimeter. Focus-fire it immediately while the tank and rockets continue advancing to secure the elimination.
- **8:40 Jev Router**: Enemy infantry are attacking Construction Yard #122. Harvester #132 is ordered to crush them. Canceling e1 to refund cash and finish the Refinery, placing it immediately to secure our economy.
- **8:48 GPT-5.6 Terra**: The enemy Construction Yard is critically damaged and our forward infantry are already in range. Focus all nearby attackers on it for an immediate elimination while the heavy tank and rocket reinforcements continue east.
- **8:48 Jev Router**: Economy is stalled at $1 with my only harvester idle - must get it mining immediately. Enemy riflemen are swarming my Construction Yard (31% hp, repairing). My two technicians can't fight infantry well, so I'll pull them back and let the harvester crush/avoid.
- **8:56 GPT-5.6 Terra**: The enemy Construction Yard is critically damaged and our forward infantry/rocket force is already on top of it. Focus all nearby combat units on #122 for an immediate elimination while the Heavy Tank and reinforcements continue east.
- **8:56 Jev Router**: We're broke ($1) with one harvester at 73% next to an enemy infantry cluster near our base. Need the harvester mining safely and to clear the enemy riflemen threatening us. Proc is nearly done; queue power next so the building queue stays busy.
- **9:04 GPT-5.6 Terra**: Our forward infantry and rockets are at the enemy start and should finish the exposed Construction Yard area immediately. Reinforcements are moving east to consolidate, while the heavy tank production continues.
- **9:04 Jev Router**: My Construction Yard is at 10% HP with enemy infantry right at my doorstep — this is critical. Repair the fact, get the harvester mining for income, and have my two tesla/tech units fight the closest threat.
- **9:12 GPT-5.6 Terra**: Our assault is converging on the known enemy start while the heavy tank finishes. Spend incoming ore on power and cheap infantry, then keep all combat pressure at the enemy base.
- **9:12 Jev Router**: I have almost no economy left (only barr + damaged powr visible, no refinery), cash $504. Enemy infantry cluster right next to my base at (93,11). I'll spend remaining cash on defenders and stall.
- **9:20 GPT-5.6 Terra**: Forward infantry and rockets are at the likely enemy start but have not revealed structures yet; reinforce immediately with both heavy tanks and keep pressure centered on (95,11). Place the completed power plant and preserve the strong power surplus for refinery expansion once income arrives.
- **9:20 Jev Router**: I'm in a badly crippled state: no Construction Yard, no refinery, no power plant, just a barracks and one harvester. Eight enemy infantry are sitting 3-4 cells from my barracks. I can't build structures, so my only play is to pump cheap infantry from the barracks and defend, while the e3 helps.
- **9:28 GPT-5.6 Terra**: Our forward force is already at the likely enemy start but has no current vision, so keep pressure there while the scattered reinforcements converge. Economy has three harvesters and strong power; spend new income on a fourth refinery and continuous infantry/tank production.
- **9:28 Jev Router**: My base and army are gone - no buildings and no units remain, so there is nothing to produce or command this turn. I have no way to recover without a Construction Yard or any units, so I'll pass and hold.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g2.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
