---
title: "Jev Router vs GPT-5.6 Terra | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-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-gpt56terra-g3

# Jev Router vs GPT-5.6 Terra

Jev Router destroyed the enemy base after 14.6 game-minutes · 21.8 min wall clock

Jetty run eda9e5a6
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56terra-g3.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g3/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g3/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g3/validation_report.json)

WIN russia · west

Jev Router

typesafe/jev-router

Value destroyed$36,800Value lost$10,300
Units killed / lost114 / 45Buildings killed / lost10 / 3
Peak army$12,600Orders issued218
Decision turns (failed)110 (4)Mean latency5.7sModel cost$0.211

LOSS ukraine · east

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$10,300Value lost$36,800
Units killed / lost45 / 114Buildings killed / lost3 / 10
Peak army$4,050Orders issued144
Decision turns (failed)110 (0)Mean latency3.9sModel cost$0.897

## 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': 110, 'Multi1': 110} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '1/110', 'Multi1': '0/110'} |
| pass | code\_check | video-decodes | duration 148.1s |
| pass | code\_check | video-complete | video ends at tick 21909 of 21909 |
| pass | code\_check | limits-respected | ended after 21.8 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites final thoughts of both players and explains how Jev Router overcame an early deficit to destroy GPT Terra base |
| pass | checklist | players-match-request | result.json records Multi0=jev (typesafe/jev-router) and Multi1=gpt56terra (openai/gpt-5.6-terra) matching the requested players |
| pass | checklist | no-silent-outage | run.log shows continuous tick-by-tick progress with 1 LLM failure out of 220 total calls and no long stretches of failed turns |

## 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**: Start of game. Deploy MCV immediately to get a Construction Yard, then begin the standard Soviet opening: power plant, then ore refinery for economy.
- **0:00 GPT-5.6 Terra**: Deploy immediately and establish the Soviet economy with power and a refinery. Scout toward the likely eastern enemy start once infantry production is online.
- **0:08 Jev Router**: Opening is underway with fact deployed and powr started. Next I want a refinery for income, then barracks/war factory. Keep building queue busy.
- **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 ore income and infantry production.
- **0:16 Jev Router**: Opening turn: I have a Construction Yard but no power. Start the standard opening with a Power Plant, then Refinery next turn.
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed and the opening needs immediate power before economy expansion.
- **0:24 Jev Router**: Power plant is ready to place; drop it near the Construction Yard, then start the Ore Refinery to get harvester income flowing. Cash is healthy at $4700, so I'll follow with barracks and more economy.
- **0:24 GPT-5.6 Terra**: Opening construction is on track. Place the power plant immediately and start an Ore Refinery to establish income.
- **0:32 Jev Router**: Power plant is placed. Now starting Ore Refinery to get our first harvester and economy going.
- **0:32 GPT-5.6 Terra**: Construction Yard and initial power are established. Start the first refinery immediately to activate income, then place it and expand into barracks and a second refinery.
- **0:40 Jev Router**: Proc is still building (23%). No units, queue busy, so nothing productive to issue this turn but keep an eye on placement next turn.
- **0:40 GPT-5.6 Terra**: The first refinery is still under construction. I will place it immediately when ready, then establish barracks production and scout east toward the enemy start.
- **0:48 Jev Router**: Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 47% complete. Nothing to place or queue until the refinery finishes, so I'll hold and prepare to place it near the ore patch.
- **0:48 GPT-5.6 Terra**: First refinery is still under construction. Preserve cash for immediate placement, then establish barracks and scouting infantry.
- **0:56 Jev Router**: Proc is 70% done; nothing else can be queued in the Building queue yet. I'll wait for it to finish so I can place it on ore, then immediately queue barracks and war factory.
- **0:56 GPT-5.6 Terra**: First refinery is nearly complete; place it immediately to start income, then use the building queue for barracks and a second refinery/war factory opening.
- **1:04 Jev Router**: Economy opening going fine: proc nearly done, $3375 banked. Queue barracks next so production continues after refinery. Will place proc near ore once ready and start a second refinery/war factory after.
- **1:04 GPT-5.6 Terra**: The first refinery is about to complete, with the barracks queued behind it. I will place the refinery immediately and begin infantry scouting as soon as the barracks becomes available.
- **1:12 Jev Router**: Economy first: place the ready Ore Refinery near the ore east of the base so the free harvester starts mining. Barracks is already building, keeping the queue busy.
- **1:12 GPT-5.6 Terra**: The first refinery is ready and must be placed immediately to start income. Barracks construction is underway; I will add power for the coming factory/refinery expansion.
- **1:20 Jev Router**: Barracks is nearly done. Economy is stable with $2980 banked. Keep the harvester mining and queue a War Factory as the next building once the barracks finishes.
- **1:20 GPT-5.6 Terra**: Power plant is ready and the barracks is underway. I will place the power immediately, keep the harvester actively mining, and prepare to expand into vehicle production once the barracks completes.
- **1:28 Jev Router**: Barracks ready; place it, start War Factory for tanks, and queue a couple of riflemen to scout west toward the suspected enemy start. Keep economy ticking with a second refinery soon.
- **1:28 GPT-5.6 Terra**: Barracks is nearing completion while economy and power are healthy. Keep the harvester mining; immediately use the completed barracks next turn for scouts and rockets, then prioritize a War Factory.
- **1:36 Jev Router**: Weap is building (16%). Barracks is up so I should queue infantry for scouting/defense. Harvester should be mining. Enemy is likely far west around (12,16), so I'll mass a small force west and keep economy running.
- **1:36 GPT-5.6 Terra**: Barracks is ready and we have ample power. Place it, begin a small scouting force toward the likely northeast enemy start, and immediately start the War Factory for armored production.
- **1:44 Jev Router**: Economy is healthy, war factory is coming along. I need to keep infantry queues full and get eyes west toward the likely enemy base at (12,16). No enemy contact yet.
- **1:44 GPT-5.6 Terra**: War Factory is close to completion and the base has ample power. I will begin infantry scouting as soon as the barracks production becomes available, then add a second refinery to sustain continuous vehicle production.
- **1:52 Jev Router**: War Factory nearly done; infantry queue busy. Keep harvester mining and continue scouting west toward the enemy start (12,16). Once weap finishes, build proc #2 then power, and start tank production.
- **1:52 GPT-5.6 Terra**: War Factory is nearing completion; existing infantry will scout aggressively east toward the likely enemy start while rifle production continues. On completion, place the factory and immediately add a second refinery for income.
- **2:00 Jev Router**: War Factory nearly done; keep scouting west toward the enemy start at (12,16) with infantry. Once weap finishes I'll place it and start a second refinery, then pump tanks and rocket soldiers.
- **2:00 GPT-5.6 Terra**: War Factory is nearly ready; place it immediately when complete, then prioritize a second refinery for sustained vehicle production. Infantry will continue scouting east toward the enemy start while keeping pressure and map vision.
- **2:08 Jev Router**: War Factory is nearly done (82%). Power will be 80/100 after placing it. Moving forward scouts toward enemy base at (12,16) and staging defensive infantry screen.
- **2:08 GPT-5.6 Terra**: War Factory and current rifle are nearly complete. Keep scouting east with infantry while immediately transitioning into vehicle production and a second refinery when funds permit.
- **2:16 Jev Router**: Cash is very tight ($169) so I need that War Factory placed and harvesters working. I'll place weap, send the harvester to mine, and push my scattered infantry/scouts west toward the likely enemy start (12,16) to find the base.
- **2:16 GPT-5.6 Terra**: War Factory is nearly ready; preserve cash for its placement and immediately expand with a second refinery. Infantry continue scouting east while the first vehicle force is prepared.
- **2:24 Jev Router**: War Factory is ready to place and cash is $0, so priority one is placing weap and getting the harvester mining to restore income. Meanwhile my infantry scouts should push west toward the likely enemy base at (12,16).
- **2:24 GPT-5.6 Terra**: War Factory is ready and must be placed immediately. Our rifle column is already well east of base, so continue scouting toward the likely enemy start while keeping a few infantry nearby for defense.
- **2:32 Jev Router**: Economy is stalled at $0 with only 1 harvester, so getting ore flowing and a second refinery is critical. My 2 rifle infantry are already engaged with enemy e1s to the west; I'll push the 3 rocket soldiers down to support them and keep production queued.
- **2:32 GPT-5.6 Terra**: War Factory is ready and must be placed immediately. Our rifle scout group is nearing the enemy approach; keep pressure east while preserving a small home defense and save income for a second refinery.
- **2:40 Jev Router**: Cash is at $0 with only one harvester, so economy is the bottleneck. The prior attack squad was wiped, so I'll keep the 3 rocket soldiers back to defend and let the harvester mine. Power plant is building fine.
- **2:40 GPT-5.6 Terra**: War Factory is online but the immediate priority is funding a second refinery while the infantry screen continues scouting toward the likely enemy start. Keep a small home defense and push the forward rifle group northeast.
- **2:48 Jev Router**: Economy is starved at $0 cash with a single harvester; must keep it mining and wait for powr to finish so I can build a second refinery. Army is tiny (4 rocket soldiers), so keep them home and scout west toward the likely enemy start.
- **2:48 GPT-5.6 Terra**: Our forward rifle group is advancing safely but the enemy base remains unscouted. I will add a second barracks for sustained infantry production and continue pushing the forward force toward the likely enemy start while home units cover the base.
- **2:56 Jev Router**: Cash is $0 with several stalled infantry queues draining future income. I'll cancel the excess infantry so money accumulates for a second refinery, finish the power plant, and keep scouting west toward the enemy start.
- **2:56 GPT-5.6 Terra**: The forward rifle screen is advancing toward the likely enemy start while our second barracks is nearly ready. Spend available cash on more rifles and consolidate the idle home force into the eastern push while saving for a second refinery.
- **3:04 Jev Router**: Power plant is almost done; cancelling queued infantry to reserve incoming harvester cash for a second refinery. Defending the choke with rocket soldiers.
- **3:04 GPT-5.6 Terra**: Place the second barracks immediately and use it to accelerate infantry production. Our eastern scouts should converge on the presumed enemy start while the western infantry remain as base security.
- **3:12 Jev Router**: Economy-starved right now with only one harvester. Place the READY power plant and immediately start a second refinery to fix income; queue some cheap infantry only if cash frees up.
- **3:12 GPT-5.6 Terra**: Cash is exhausted but both barracks are producing and the eastern scout group is near the likely enemy position. Keep the forward force probing the enemy start while consolidating the western infantry toward the center and ensuring the harvester mines.
- **3:20 Jev Router**: Zero cash, so no new production possible this turn; the building queue is busy with proc #2. Five enemy rifle infantry are pushing into my base near the west power plants. I'll keep my lone rocket soldier near the power/barracks cluster so it can help, set rally points toward the base, and wait for harvester income.
- **3:20 GPT-5.6 Terra**: Our forward rifle scouts are at the likely enemy start and should press in immediately while the scattered reinforcements converge east. Income is about to resume from the loaded refinery, so prioritize a second refinery and keep both barracks producing.
- **3:28 Jev Router**: Repair damaged power plant #175 before it's destroyed by the riflemen. Pull our lone rocket soldier back slightly to defensive cover, queue e1 riflemen to counter the enemy infantry once ore unloads.
- **3:28 GPT-5.6 Terra**: Our forward rifle force has reached the enemy approach with no visible defenders, while the rest are filtering east. Keep pressure on the likely start and consolidate the trailing infantry; the refinery and infantry queues will complete as ore arrives.
- **3:36 Jev Router**: Low power is crippling production and cash is tight. I'll cancel the half-built second refinery, build a power plant immediately, and keep my rocket soldier back to defend the base while infantry train.
- **3:36 GPT-5.6 Terra**: Our rifle swarm has reached the enemy start area but has not yet revealed structures, so continue sweeping aggressively while consolidating reinforcements from the center. The refinery is underway and income should soon support sustained tank production.
- **3:44 Jev Router**: Low power and $0 cash, with a 9-strong enemy rifle squad approaching from the west. I'll queue an infantry defense, start a Flame Tower for anti-infantry defense, and position my two defenders to block the path to the base while the power plant finishes.
- **3:44 GPT-5.6 Terra**: The second refinery is still building, so preserve our power surplus and keep the rifle mass pressing through the enemy’s likely start area. Forward squads should sweep around 95,11 while central reinforcements advance east to join them.
- **3:52 Jev Router**: I'm in LOW POWER with only 1 harvester and $0 income, while a 9-strong enemy Rifle squad is pushing toward my base entrance at ~(91,12). Priority is surviving this infantry rush while power finishes, then getting economy back up. Keep e1 flowing, place the Flame Tower near the approach, and hold the lone defender back near the barracks/Flame Tower.
- **3:52 GPT-5.6 Terra**: The second refinery is still constructing and cash is depleted, so I will maintain infantry pressure toward the enemy start while the forward scouts search for structures. Existing rifle groups should converge and attack-move through the likely base area.
- **4:00 Jev Router**: Low power, $0 cash, and an enemy infantry blob at (90-91,12-14) approaching my base. powr is 96% done so power comes online next turn. My 2 rifles must screen the base while ftur finishes. Keep infantry queued and economy as priority after power.
- **4:00 GPT-5.6 Terra**: Second refinery is nearing completion and the infantry screen has reached the enemy approach without contact. Consolidate all riflemen at the likely enemy start to scout and damage anything found, while preserving the queued economy expansion.
- **4:08 Jev Router**: Low power must be fixed now - place the ready powr. Cash is $0 so nothing to build; get the harvester mining and repair the damaged Construction Yard. Enemy has ~10 rifle infantry pushing (90-91,12) toward my base; my 3 rifles should hold near the Flame Tower rather than charge into a 10-stack.
- **4:08 GPT-5.6 Terra**: Our infantry has reached the enemy Construction Yard, which is heavily damaged and should be destroyed immediately. Keep the forward infantry pressing through the enemy start while income completes the second refinery.
- **4:16 Jev Router**: Enemy rifle infantry are pushing into my base and my Construction Yard is nearly dead (26%, being repaired). I have 4 rifles near the fight, so I'll focus-fire/engage the enemy infantry while my Flame Tower finishes. Harvester must keep mining since cash is $0.
- **4:16 GPT-5.6 Terra**: The enemy Construction Yard is critically damaged and our forward infantry are already at its doorstep; finish it immediately, then destroy the visible power plant. Our refinery is nearly complete and should be placed as soon as funds allow it to finish.
- **4:24 Jev Router**: Zero cash and low power is critical. Harvester must mine to restart income; once cash comes in, build a power plant immediately. 4 rifles should hold near base since enemy raid was pushed off.
- **4:24 GPT-5.6 Terra**: Our second refinery is nearly complete but cash is exhausted, so prioritize placing it immediately when ready and keep the existing harvester mining. Forward rifle squads should continue pressuring the exposed enemy construction area while rear infantry advances east.
- **4:32 Jev Router**: Cash is empty and I'm low on power, so nothing new can be trained; the powr under construction is the priority. My few infantry should clear the weak enemy e1 poking near my base, and the harvester must keep mining.
- **4:32 GPT-5.6 Terra**: Second refinery is nearly ready and will restore the economy for sustained vehicle production. Forward infantry are pressuring the exposed enemy approach; finish visible rifles and keep the rest advancing toward the known base location.
- **4:40 Jev Router**: Very low economy ($0, 1 harvester) and low power is throttling production. The powr and nearly-done ftur need placing; fact is badly damaged so repair it. With no cash and only 3 rifles, I'll consolidate defense near base and wait for the harvester income while keeping the building queue busy.
- **4:40 GPT-5.6 Terra**: Second refinery is ready and must be placed immediately to expand income. Our scattered riflemen should converge aggressively toward the likely enemy base while the new refinery funds a Service Depot and heavy tank production.
- **4:48 Jev Router**: We're at $0 with low power and only one harvester, so this turn is about stabilizing: let the powr finish and the ftur complete, keep the harvester mining, and keep the rifles guarding. No cash means no new production right now.
- **4:48 GPT-5.6 Terra**: Two refineries and strong power are established, but our army is depleted and needs armored production. Start the Service Depot immediately to unlock heavy tanks, keep both barracks producing, and continue probing toward the likely eastern enemy base.
- **4:56 Jev Router**: Cash-strapped and low on power; power plant nearly done. Place the ready Flame Tower defensively, keep repairing the Construction Yard, and let the harvester keep mining so I can afford a second refinery next.
- **4:56 GPT-5.6 Terra**: Service Depot is progressing and our infantry scouts have reached the enemy approach with no resistance visible. Keep pressure eastward to expose the enemy base while income resumes for Heavy Tank production.
- **5:04 Jev Router**: We're at $0 with LOW POWER — placing the ready Power Plant is the top priority, then start an Ore Refinery for economy. Keep the few infantry on defense near the base and let repairs on the Construction Yard continue.
- **5:04 GPT-5.6 Terra**: Service Depot is nearing completion; maintain infantry production and push the surviving scout toward the likely enemy base. Once the depot finishes, begin heavy tank production immediately.
- **5:12 Jev Router**: Economy is starving ($0, 1 harvester) and Fact#121 is nearly dead but being repaired. One enemy rifleman is poking our base from the west; I'll crush it with the idle squad and keep the proc building for a second harvester.
- **5:12 GPT-5.6 Terra**: Service Depot is nearing completion, which will unlock Heavy Tanks. Scout #186 is at the suspected enemy approach and will probe the likely base location while #194 continues northeast; base infantry rally east for future armored pressure.
- **5:20 Jev Router**: Cash is empty and my Construction Yard is at 25% HP, so I need to stabilize: keep repairing, finish the refinery, get the harvester mining, and keep cheap infantry coming. Enemy start is far west at (12,16), so I'll push a small scout party that direction while holding the rest at home.
- **5:20 GPT-5.6 Terra**: Service Depot is nearing completion; income is currently exhausted but both refineries are active. Keep the forward scout probing the expected enemy base while the remaining infantry advance together toward the northeast approach.
- **5:28 Jev Router**: Cash-starved at $0 with only one harvester; the 2nd proc is still 24% done. Priority is economy and scouting west toward the likely enemy base at (12,16). Keep the harvester mining and push a few riflemen out to find the enemy.
- **5:28 GPT-5.6 Terra**: Service Depot is still under construction and funds are fully committed to the active infantry queues. Continue pushing the scattered infantry northeast toward the enemy start while preserving the scout lead.
- **5:36 Jev Router**: Repairing critical low-hp buildings (ConYard #121 and Power Plant #188). Canceling excess queued riflemen so our income prioritizes finishing the second refinery for the extra harvester. Scouting further west toward the enemy base.
- **5:36 GPT-5.6 Terra**: Service Depot is nearly complete and cash is currently exhausted, so preserve the advancing infantry while scouts push toward the likely enemy start. Place the depot immediately when ready, then convert incoming refinery income into heavy armor.
- **5:44 Jev Router**: Cash is $0 so nothing progresses; priority is finishing the refinery and keeping harvesters alive while scouting west toward the enemy start (12,16). Repair orders are already running. I'll push my rifle scouts further west and keep the attack group ready.
- **5:44 GPT-5.6 Terra**: Service Depot is ready and must be placed to unlock Heavy Tanks. Our scattered infantry should consolidate and keep probing east toward the likely enemy start while the economy refills.
- **5:52 Jev Router**: Economy is critical: $0 cash, only 1 harvester, and my Construction Yard is at 25% hp - must repair it or lose the game. I'll repair key buildings, keep unit production queued, and push my idle infantry west to scout toward the enemy base at (12,16).
- **5:52 GPT-5.6 Terra**: Service Depot is nearly complete, after which Heavy Tanks will be the priority. Our infantry should press east through the visible enemy scouts toward the likely base at 95,11 while both harvesters keep income flowing.
- **6:00 Jev Router**: Economy is stalled at $0 with only 1 harvester; fact and powr are damaged and repairing. My 6 rifle infantry are pushing west toward the enemy start (12,16). I'll keep the push going, keep the harvester mining, and continue the refinery build to grow income.
- **6:00 GPT-5.6 Terra**: Place the ready Service Depot to unlock heavy tanks, keep infantry pressing toward the likely enemy start, and preserve the critically damaged rifleman. Income is currently the constraint, so save for a third refinery and tank production as ore arrives.
- **6:08 Jev Router**: Economy is starving at $0 with fact at 25% HP and powr at 36%. Priority is repairing critical buildings, keeping the harvester queue running, and continuing the western push toward the enemy base (12,16).
- **6:08 GPT-5.6 Terra**: We have a solid base with two refineries and a depot, but need more income and armored production. The forward infantry will continue scouting toward the likely enemy start while the critically damaged rifle retreats.
- **6:16 Jev Router**: Cash is at $0 so all production is stalled until harvesters deliver. My 6 rifle infantry can harass while economy recovers. Priority: keep harvester mining, finish the proc, and use the western e1 pair to kill the lone enemy e3.
- **6:16 GPT-5.6 Terra**: Third refinery is under construction and will strengthen income shortly; current power will be tight after it completes. Keep scouting northeast toward the likely enemy base while preserving the critically damaged rifleman.
- **6:24 Jev Router**: Cash is $0 so all production is stalled - just wait for the harvester to deliver. Consolidate my scattered rifle infantry near base and keep the harvester mining. No enemy visible, so no aggression yet.
- **6:24 GPT-5.6 Terra**: Third refinery is nearing completion and will strengthen income; power remains sufficient for it. Keep infantry scouting northeast toward the likely enemy base while conserving the critically damaged rifleman.
- **6:32 Jev Router**: Economy is critical: $0 cash, only 1 harvester, proc at 54% and a harv at 15% in queue. Enemy not visible, so pull my scattered e1s back to defend near base and keep all queues running. Once proc completes I'll place it and get a second harvester mining.
- **6:32 GPT-5.6 Terra**: Third refinery is nearing completion and will strengthen income; scouts should continue toward the likely enemy start while the critically damaged rifle retreats. Keep current production queues progressing until cash arrives.
- **6:40 Jev Router**: Economy is starved: $0 cash, only 1 harvester, and 24 e1 clogging the infantry queue. Priority is getting ore flowing and pulling my scattered infantry back to defend the base.
- **6:40 GPT-5.6 Terra**: Third refinery is nearing completion and will improve income; our small scout force should continue toward the likely enemy start while the critically wounded rifle retreats. Save incoming funds for nonstop heavy tank production once the refinery is placed.
- **6:48 Jev Router**: We're broke ($0) with only 1 harvester and damaged construction yard (25% hp). Priority is economy: keep harvester mining, cancel excess e1 queue to stop draining funds, and let the proc finish to boost income. No visible enemies so no offensive action needed yet.
- **6:48 GPT-5.6 Terra**: Third refinery is nearly ready and will strengthen income; current power will be tight after it is placed. Keep the forward scout group moving toward the likely enemy base while the wounded rifle returns home.
- **6:56 Jev Router**: We're completely broke ($0) with a damaged Construction Yard at 25% hp. The only priority is getting the lone harvester mining steadily so income resumes; all other queues are already running and will stall until cash arrives. Idle riflemen stay home to guard the base.
- **6:56 GPT-5.6 Terra**: A third refinery is ready and will strengthen income once placed. Our scouting force should continue toward the likely enemy start while barracks produce cheap reinforcements until tank funds accumulate.
- **7:04 Jev Router**: Economy is in crisis at $0 with low-power Construction Yard damaged; nothing can be built until the harvester brings in ore. I'll keep queues running, let the proc finish, and send my idle riflemen to scout toward the likely enemy start while the harvester mines.
- **7:04 GPT-5.6 Terra**: The third refinery is established and power is nearly complete, while our scout force is pressing toward the likely enemy start. Keep both barracks producing and push the available combat force east to locate and damage the enemy base.
- **7:12 Jev Router**: We're at $0 and all queues are mid-build, so nothing to start or place right now. Keep the scout group pushing west toward the likely enemy start at (12,16) while the rest hold the base; harvester keeps mining.
- **7:12 GPT-5.6 Terra**: Place the ready power plant to restore a power buffer. Infantry are continuously queued; send all combat units toward the likely enemy start while scouting and engaging the visible enemy rifleman.
- **7:20 Jev Router**: Broke at $0, so production is stalled until harvesters bring ore. Keep the 6 rifles pushing west to find the enemy base, keep the home rifles guarding, and let the harv/queues finish. Nothing worth spending on this turn.
- **7:20 GPT-5.6 Terra**: Three refineries and a War Factory are established, but cash is currently tied up in ore and infantry queues. Keep both barracks producing riflemen and push the infantry screen toward the likely enemy start while preserving the nearly destroyed scout.
- **7:28 Jev Router**: Still low on cash waiting for harvester unload. Our forward scouts are midway across the map toward (12,16). Initiated repairs on critically damaged ConYard and Power Plant.
- **7:28 GPT-5.6 Terra**: Three refineries and ample power give a strong economy, but infantry production is fully queued while cash is temporarily empty. Continue pushing the rifle group northeast to locate the enemy base, while the critically damaged soldier retreats.
- **7:36 Jev Router**: No cash and no visible enemies; economy is the bottleneck. Keep the harvester mining, continue repairs on the damaged fact and power plant, and push the scattered rifle infantry west toward the enemy start to scout. Proc will complete next turn and needs placing.
- **7:36 GPT-5.6 Terra**: Our economy is strong with three refineries and ample power, but infantry production is already fully queued and funds are still converting from ore. Push the rifle mass northeast to scout and pressure the presumed enemy base while saving for a second War Factory.
- **7:44 Jev Router**: Economy is stalled at $0 with core buildings damaged (fact 25%, powr 36%) and a proc about to finish. Priority is repairing key structures, keeping production running, and pushing scouts west to locate the enemy base.
- **7:44 GPT-5.6 Terra**: Our rifle screen is still advancing through unexplored territory toward the likely enemy start while three refineries support future armor production. Keep scouting aggressively and maintain barracks output as income arrives.
- **7:52 Jev Router**: Low on cash but queues are progressing (proc 90%, harv 61%). No new build orders possible without funds, so focus on scouting toward the enemy base and keeping the harvester mining. Units are damaged, so push carefully west to locate the enemy base.
- **7:52 GPT-5.6 Terra**: Our rifle column is advancing through the center toward the likely Allied base, but we need armored production as ore converts. Keep infantry pressure and add rocket support while saving for a second War Factory and heavy tanks.
- **8:00 Jev Router**: Cash is nearly empty ($0, 398 stored) so the harvester is the priority. Proc is at 92% - place it as soon as ready. Keep the scout infantry pushing west toward the likely enemy base at (12,16).
- **8:00 GPT-5.6 Terra**: Our infantry column is advancing toward the likely enemy start while the economy has three active harvesters and ample power. Keep both barracks feeding the attack route, move the rocket soldier up, and save incoming funds for a second War Factory and armor production.
- **8:08 Jev Router**: Place the completed Ore Refinery to get an immediate second harvester and boost economy. Repair damaged Construction Yard and Power Plant. Advance scouting infantry toward enemy base.
- **8:08 GPT-5.6 Terra**: Our infantry spearhead is advancing toward the likely enemy base, but funds are temporarily tied up in ore. Keep the column moving and send the badly damaged rifleman home while all harvesters mine.
- **8:16 Jev Router**: Cash is $0 so production is idle-waiting; keep queues stocked cheaply and keep harvesters mining. Only 3 units survive, so I need to rebuild an army while my lone rifle scouts west toward the likely enemy base at (12,16).
- **8:16 GPT-5.6 Terra**: Our infantry column is advancing toward the likely enemy base, while three refineries should soon convert stored ore into cash. I will expand vehicle production and queue heavy armor plus rockets immediately.
- **8:24 Jev Router**: Cash is at $0 with queues already full of harvesters and riflemen, so little can progress this turn. Scout #259 is pushing toward the enemy start; I'll keep it probing while queueing a couple rocket soldiers and setting rally points. Key next goal: finish powr then build a Service Depot to unlock Heavy Tanks.
- **8:24 GPT-5.6 Terra**: Our infantry column is advancing toward the likely enemy start while heavy tanks and rockets are queued. Keep pressure moving northeast and let the second War Factory complete for sustained armor production.
- **8:32 Jev Router**: Economy stalled at $0 — no cash means nothing progresses. Two harvesters exist; one is idle near base. Priority is getting both mining and waiting for the harv in queue to finish. No enemy visible, so keep scouting lightly.
- **8:32 GPT-5.6 Terra**: Our infantry column is closing on the likely enemy start while heavy tanks and rockets are queued. Keep the pressure moving northeast and let the economy convert stored ore into the queued armor.
- **8:40 Jev Router**: Cash is $0 so economy is throttled; harvesters are mining though. 6 enemy rifle infantry are approaching my base around (88,10) — I'll pull my few defenders back to the Flame Tower and let it help. Place the ready power plant to fix near-blackout power.
- **8:40 GPT-5.6 Terra**: Our forward infantry force is nearing the likely enemy start, while heavy tanks and more rockets are queued behind it. Keep all combat units advancing aggressively and ensure all harvesters remain mining as income arrives for the second War Factory.
- **8:48 Jev Router**: Two enemy rifle infantry approach from the west near my Flame Tower; my e1/e3 there can hold with tower support. Cash is 0 so economy is critical - Fact at 25% hp needs repair once cash flows. Keep queued production and defend.
- **8:48 GPT-5.6 Terra**: Our assault has reached the enemy start area and has a visible power plant target. Keep all combat units focused on destroying it while the second War Factory completes for sustained heavy tank production.
- **8:56 Jev Router**: Enemy infantry are probing near our base at (86-88,10-13). Our defenses (ftur) should help, but we need more army. Keep repairing damaged buildings, keep training infantry/tanks, and build a Service Depot for heavy tanks. Focus economy and defense while building up strength.
- **8:56 GPT-5.6 Terra**: Enemy base is confirmed at the northeast and its power plant is exposed. Our queued production is strong; send all combat forces to pressure the base while the second War Factory completes.
- **9:04 Jev Router**: Low power is throttling everything; two power plants are nearly dead (5% and 23%). Cash is $0 so I can only repair and let existing queues finish. Enemy infantry squad of 6 is west near (86,12) approaching; I'll keep my few units defensive behind the Flame Tower rather than trade 2v6, and repair power to restore production speed.
- **9:04 GPT-5.6 Terra**: Our second War Factory is nearly complete while continuous heavy tank and rocket production is already queued. The attack force is converging on the exposed enemy start area; eliminate the visible defender and keep advancing to reveal and destroy their base.
- **9:12 Jev Router**: Low power is crippling everything and cash is nearly zero. Place the ready power plant immediately to fix power, keep harvesters mining, and hold the lone rocket soldier near the Flame Tower to repel the two enemy riflemen approaching from the west.
- **9:12 GPT-5.6 Terra**: Our production is fully queued and three harvesters are working; the forward force is scattered but enemy base is confirmed near the northeast. Push all combat units toward the enemy start while newly produced tanks and rockets rally there.
- **9:20 Jev Router**: Power is back in the green (223/130). Repairing critical damaged buildings (fact at 25%, powr at 23%) and trimming vehicle queue so Service Depot can finish and unlock Heavy Tanks.
- **9:20 GPT-5.6 Terra**: Our second War Factory is nearly ready and the current forward force is approaching the likely enemy base area. Keep all combat units pressing northeast while the production queues convert incoming ore into armor and rockets.
- **9:28 Jev Router**: We're cash-starved at $0 with damaged fact (25%) and powr (23%) still repairing. Economy is the bottleneck: 3 harvesters must keep mining while Service Depot finishes to unlock heavy tanks. Keep queues full and don't waste the little income.
- **9:28 GPT-5.6 Terra**: Second War Factory is nearly ready and the available heavy tank and rockets should converge on the suspected enemy start rather than remain scattered. Production is fully queued, so I will maintain northeast rallies and push the combat force aggressively.
- **9:36 Jev Router**: Enemy rocket soldier is scouting near our base at (86,12); I'll send idle infantry to kill it while repairing the damaged Construction Yard and power plant. Cash is 0 so economy depends on harvesters — keep them mining and queues full.
- **9:36 GPT-5.6 Terra**: Our forward force is at the enemy’s likely start and has spotted an exposed harvester. Eliminate it and converge all combat units on the suspected base while the second War Factory completes.
- **9:44 Jev Router**: We're broke ($0) with heavy tanks coming soon. A lone enemy heavy tank #271 sits at (84,8) near our base — focus it with our rocket soldiers and rifles. Keep the service depot building and harvesters mining.
- **9:44 GPT-5.6 Terra**: Our forward tank and rockets are at the enemy’s likely start and should pressure their harvesters while scouting for buildings. The second War Factory will be ready shortly; keep the production queues running as ore arrives.
- **9:52 Jev Router**: Cash-strapped at $0 with a lone damaged enemy Heavy Tank near my base. My infantry squad at (86,12) should finish it, and I'll keep the fix building going while harvesters keep mining to rebuild cash.
- **9:52 GPT-5.6 Terra**: A second War Factory is ready and should be placed immediately to accelerate heavy tank production. Our forward force is inside the enemy base area, so it will focus the exposed power plants and harvester while new armor rallies east.
- **10:00 Jev Router**: Cash is at $0 with only 4 harvesters and two of them near-dead, so economy needs care. A lone 3tnk husk is all we see; enemy is likely west at (12,16). Send wounded harvesters back to mining and push my small infantry group west to scout/engage.
- **10:00 GPT-5.6 Terra**: Our armored force was wiped at the enemy approach, but both War Factories are committed to a continuous heavy-tank rebuild. Rocket soldiers will converge toward the known enemy base while production rallies east for the next armored push.
- **10:08 Jev Router**: Cash is at $0, so economy is bottlenecked. Construction Yard (25%) and power plants (23%, 46%) are badly damaged and need repair. Harvesters must mine immediately. Keep the 6-man army pushing west toward the enemy start (12,16).
- **10:08 GPT-5.6 Terra**: All production is already saturated with heavy tanks and rockets while our economy supports three harvesters. I will consolidate the scattered surviving force toward the known enemy approach to scout and pressure while reinforcements rally east.
- **10:16 Jev Router**: Service Depot is ready to place, which unlocks Heavy Tanks and allows vehicle repairs. We'll place it immediately and continue scouting west toward the enemy base at (12,16).
- **10:16 GPT-5.6 Terra**: Our economy is fully committed with three refineries and eight Heavy Tanks queued. Keep all combat units converging on the suspected enemy base while new tanks rally directly into the attack route.
- **10:24 Jev Router**: Cash is $0 with 4 harvesters (2 badly damaged). I need to keep production queued, repair/regroup my forward infantry that is scattered at (65,14), and get damaged harvesters mining safely. Consolidate army near base while economy builds back up.
- **10:24 GPT-5.6 Terra**: Heavy tank production is fully queued and the current force should converge on the suspected enemy base immediately. Power headroom is limited, so add a plant while ore income funds the tank queues.
- **10:32 Jev Router**: Construction Yard at 25% HP is critical and must be repaired; two harvesters at 15%/29% need to go to the service depot before they die. Cash is $0 so I'll keep queues running, repair the key buildings, get the damaged harvesters fixed, and hold the forward infantry group at (80,14) as a defensive screen while economy recovers.
- **10:32 GPT-5.6 Terra**: Our heavy tank production is about to complete and the long vehicle queues will convert incoming ore directly into armor. Power plant is nearly ready; keep the mobile force driving toward the suspected enemy start while the new tank rallies forward.
- **10:40 Jev Router**: Cash is 0 so everything depends on harvesters mining. Fact #121 at 25% is the crisis - keep repairing it and the damaged power plants (#188 23%, #276 46%) to hold power. Send idle army to guard the base perimeter while harvesters resume mining.
- **10:40 GPT-5.6 Terra**: Power Plant is ready and should be placed immediately. Our small forward force must keep pushing toward the likely enemy base while both War Factories and barracks remain fully queued.
- **10:48 Jev Router**: Economy is the crunch: $0 cash with 5 harvesters, several damaged. Fact @25% is critical—keep repairing. Send idle harvesters back to mining, keep army moving west toward the enemy base, and let the queued production finish once ore flows.
- **10:48 GPT-5.6 Terra**: Production is fully queued and the economy is temporarily empty, so the priority is consolidating the scattered forward force and scouting/pressuring the likely enemy start. Keep harvesters working while the queued heavies and rockets reinforce the attack.
- **10:56 Jev Router**: Army group is at (75,17) advancing toward enemy base at (12,16). Enemy tank spotted damaged nearby - attack it. Keep production queues full and repair critical buildings.
- **10:56 GPT-5.6 Terra**: Our forward force has reached enemy infantry near 75,17 but is fragmented; reinforce the push while pulling the critically damaged heavy tank back to the Service Depot. Production is fully queued and power/economy remain stable.
- **11:04 Jev Router**: Army is at ~(69,22) pushing west; enemy base likely at (12,16). Cash is near zero so production is throttled — keep the queued units coming and push the army farther west. Send the damaged harvester back mining and keep repairing base structures.
- **11:04 GPT-5.6 Terra**: Heavy tank production is fully queued across the vehicle factories, while the current forward tank and rocket soldiers should keep probing toward the likely enemy base. Keep infantry production fed with rockets and press east through the last known enemy infantry area.
- **11:12 Jev Router**: Cash is $0 so production is stalled; keep harvesters mining and let the proc finish. Main 10-infantry group is pushing west toward the enemy at (12,16) — continue the advance past (64,26) where we killed a heavy tank. Keep e3 #304 defending the base while damaged buildings repair. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **11:12 GPT-5.6 Terra**: Income is currently fully committed to a large heavy tank and rocket soldier production wave. I will rally new armor and infantry toward the forward approach while advancing the surviving tank and rockets to scout toward the enemy's likely eastern base.
- **11:20 Jev Router**: Cash is $0 and the Construction Yard is at 25% HP — economy is weak, so I can only keep existing queues running and push my infantry group west toward the enemy base. No enemies visible, so continuing the advance is safe.
- **11:20 GPT-5.6 Terra**: Production is fully queued and income is being converted into heavy tanks and rocket soldiers. Our visible force is thin, so keep it advancing cautiously toward the central rally while new units reinforce; enemy remains unscouted near the northeast start.
- **11:28 Jev Router**: We're cash-starved ($0) so getting harvesters mining is critical. The 10-infantry group is pushing toward the enemy base and there's an enemy tank at (39,22) to grind through. Keep repairing the 25% Construction Yard and send the lone heavy tank to support the push.
- **11:28 GPT-5.6 Terra**: Production queues are fully committed and harvesters are supporting three refineries. The surviving tank and rockets should clear the visible enemy infantry/rocket screen while reinforcements rally toward the center.
- **11:36 Jev Router**: Economy is starved ($0 cash) with repaired buildings and queues running. Enemy is weak near us (only a husk), so push the healthy units toward the enemy base (12,16) while retreating the near-dead infantry. Keep production flowing.
- **11:36 GPT-5.6 Terra**: Production is fully queued but income is temporarily exhausted. The surviving rocket troops will continue scouting and pressuring toward the expected enemy base while harvesters mine.
- **11:44 Jev Router**: Cash is $0 so economy is the bottleneck. The proc is ready to place - do that immediately to get income. Repair the badly damaged Construction Yard and power plants so production/output isn't crippled. Keep the western e3 group and lone tank pushing toward the enemy base at (12,16); leave a few e3s home to defend.
- **11:44 GPT-5.6 Terra**: All production is already saturated despite zero cash. Eliminate the nearby enemy rocket soldiers, pull critically damaged tank husks to the depot, and keep surviving rockets consolidating toward the forward rally point.
- **11:52 Jev Router**: Enemy Refinery #224 spotted at (26,14) with harvester #225. Directing our forward rocket squad to destroy the refinery, while moving tank and reinforcements up to secure the area and push to (12,16). Building a power plant to resolve low power.
- **11:52 GPT-5.6 Terra**: Our production is fully queued and cash is currently exhausted, so the priority is to protect the ore economy and eliminate the nearby enemy rocket soldiers. Heavy tanks should begin reinforcing the eastern approach as they finish.
- **12:00 Jev Router**: Cash is nearly zero so production is stalled; economy is the limiter. I'll finish the power plant to fix low power, push my western rocket-soldier group onto the enemy refinery #224 (11% hp) to finish it, and keep the tank and other e3 advancing west toward the enemy base. (error: unparseable response)
- **12:00 GPT-5.6 Terra**: Heavy tank production is already saturated while our ore is being converted into units. Clear the nearby enemy rocket soldiers, keep the damaged refinery repairing, and push surviving forces east to locate the enemy base.
- **12:08 Jev Router**: Power is still low (powr at 73%) but that's queued. Enemy tank #319 at (26,18) sits right next to our western rocket group; I'll engage it with the healthy ones and push the tank #310 west. Economy remains tight, so I'll keep production queued and set rally points forward.
- **12:08 GPT-5.6 Terra**: Our immediate force is tiny but five Heavy Tanks and Rocket Soldiers are already queued. Clear the nearby enemy infantry while production rallies east toward the suspected enemy base.
- **12:16 Jev Router**: Power is low so place the ready Power Plant immediately. Enemy base is to the west near (12,16) with a proc at (23,15); my western infantry is badly damaged, so push the healthy tank and e3s to hit the enemy proc while pulling near-dead units back. Keep vehicle/infantry production going.
- **12:16 GPT-5.6 Terra**: Our production is fully queued but the field force has been nearly wiped out; protect the remaining rocket soldier while the five heavy tanks and rockets finish. Harvesters are active on the northern ore field, and new units are rallied east toward the likely enemy approach/base.
- **12:24 Jev Router**: Economy is fine (6 harvesters, healthy power) but the front is a mess of low-HP rocket soldiers. Consolidate: pull the wrecked e3s back, push healthy units and the two tanks west toward the enemy base at (12,16), and keep tank/e3 production flowing.
- **12:24 GPT-5.6 Terra**: Enemy heavy tank and rockets are pressuring the damaged eastern refinery while our first heavy tank is still building. Pull both harvesters back behind the base, repair the refinery, and let the queued tank/rocket mass emerge before counterattacking.
- **12:32 Jev Router**: Enemy expansion proc #192 is at 4% and my forward e3s/tank are right next to it - finish it off. Push the mid-map rocket soldiers west toward the enemy base while pulling the badly wounded e3s back east to safety. Keep economy/production ticking; restart a power plant since cash is banked up.
- **12:32 GPT-5.6 Terra**: Our base is nearly stripped of combat units, but five heavy tanks and five rocket soldiers are already queued. Keep both harvesters mining, repair the critically damaged refinery, and send newly produced forces to eliminate the nearby enemy tank and rockets.
- **12:40 Jev Router**: Economy is cash-starved ($0) but queues are full, so just keep pressure. Place the ready power plant and repair the critically damaged Construction Yard (#121, 25%) and power plants so we don't lose production. Regroup the west push group plus the idle tanks/rockets and attack-move toward the enemy base at (12,16). Pull the east-edge idlers back toward the base as a reserve.
- **12:40 GPT-5.6 Terra**: All combat units are currently gone, but five heavy tanks and five rocket soldiers are queued and should form the recovery force. Keep harvesters mining and rally new units toward the likely enemy base on the east side.
- **12:48 Jev Router**: Cash is tight so all queues stall; stored ore will refill. Enemy base is exposed around (12-19, 12-16) with only a proc, fix and two harvesters visible. Push the western e3/tank cluster onto the enemy buildings while keeping the rest at base as reserve.
- **12:48 GPT-5.6 Terra**: Enemy armor and rocket troops are dangerously close to our northern ore area. Focus the available heavy tank and rocket soldiers on the enemy tank while harvesters continue mining; queued production will reinforce shortly.
- **12:56 Jev Router**: Score strongly favors me (killed 23.5k vs lost 6.5k). Construction Yard at 25% and two power plants damaged are the main risks - repair them. Consolidate reserve units at (92,20) and the western group for a push on the enemy base at (12,16). Building queue is idle, so start a cheap power plant.
- **12:56 GPT-5.6 Terra**: Enemy is pressuring the northern edge of the base with a heavy tank and rocket infantry while our cash is depleted. Focus all current combat units on their heavy tank first, then clear nearby rockets; queued armor and rockets should restore our force shortly.
- **13:04 Jev Router**: Western group is at the enemy base edge (~16-22,8-19). I'll push them onto the enemy refinery to cripple their economy, place the ready power plant, and keep tank production flowing. Cash is tight so let harvesters keep the ore coming.
- **13:04 GPT-5.6 Terra**: Enemy armor and rockets are directly north-east of our base while our economy has collapsed. Focus the surviving rocket soldiers on the exposed heavy tank and keep all completed armor rallying into the base defense.
- **13:12 Jev Router**: Enemy base is exposed at (12,16) with damaged power/fix and a 39% e3 defender plus husks — my western e3 group is right on top of it. I'll push the western group in now while moving the eastern tanks/infantry west to reinforce, and repair the badly damaged fact/powrs.
- **13:12 GPT-5.6 Terra**: Our economy is gone but several prepaid tank and rocket queues are active, so survival depends on the imminent reinforcements. The exposed damaged enemy heavy tank is the priority; rocket soldier engages it while production completes.
- **13:20 Jev Router**: Our vanguard is inside the enemy base destroying infrastructure with no enemy combat units present. Western rocket troops and tank will eliminate the enemy refinery and service depot while the main army advances to finish off the base.
- **13:20 GPT-5.6 Terra**: We have no live combat units or harvesters, and the enemy is directly on the base. Cancel the unusable tank queues and liquidate redundant infrastructure to emergency-produce rocket soldiers from both barracks.
- **13:28 Jev Router**: Enemy base is nearly destroyed with only power plants visible. Repairing our damaged buildings at home while our forward troops and reinforcing column finish off the remaining enemy structures. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **13:28 GPT-5.6 Terra**: We have no functioning economy, so immediate survival and infantry mass are critical. Focus all available combat units on the damaged heavy tank and nearby rockets while adding a third barracks to sustain rocket production.
- **13:36 Jev Router**: Enemy base at (12,16) is nearly dead — we've been killing their power plants. Push everything in to finish them while keeping production queues busy. Cash is tight ($0, ~$1677 ore), so queue only cheap/near-term items.
- **13:36 GPT-5.6 Terra**: Our economy is dead with no harvesters, so the immediate priority is eliminating the nearby damaged enemy tank and preserving our remaining combat force. Barracks production should continue so any future income can convert into units quickly.
- **13:44 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **13:44 GPT-5.6 Terra**: We are broke with no harvesters, so the completed barracks must be placed and surviving infantry must try to remove the nearby enemy heavy tank. Once any funds arrive, our absolute priority is an Ore Refinery for its free harvester.
- **13:52 Jev Router**: Enemy base is at (12,16) and lightly defended; our large e3/3tnk group is already west. Push everything in for the kill while repairing our damaged key buildings.
- **13:52 GPT-5.6 Terra**: Our economy is completely gone, so surviving units must eliminate the nearby enemy armor while the barracks finishes. Focus all available combat infantry on the healthy heavy tank first, then the damaged one.
- **14:00 Jev Router**: Our assault force has breached the enemy base perimeter at (15,15). Ordering all army to assault the enemy Construction Yard at (12,16) and clean up remaining structures.
- **14:00 GPT-5.6 Terra**: Enemy armor and rocket infantry are directly at our base while we have no economy. Focus all combat troops on the damaged heavy tanks, finish and place the barracks, then resume refinery production as soon as funds permit.
- **14:08 Jev Router**: Enemy field units are dead; their base buildings (fact #122, weap #161, barr #135) are exposed. My army is strung out from x=15 to x=97. Press the near group onto the enemy structures while pulling the stragglers in. Cash is $0 but queues are full so ore income will keep tanks flowing.
- **14:08 GPT-5.6 Terra**: Enemy infantry and a damaged heavy tank are directly on our construction yard while our first rocket soldier is about to complete. Rally all infantry into the base fight and have any available army focus the exposed enemy cluster.
- **14:16 Jev Router**: Big army is already at the enemy base (12,16) area and we have a War Factory ready to place. Cash is tight but we have surplus power, so push the attack hard and keep economy/queues running. Place weap, then attack-move the whole army onto the enemy base to finish them off.
- **14:16 GPT-5.6 Terra**: Our base is nearly stripped and an injured enemy heavy tank is directly threatening it. The lone rocket soldier must focus the tank while existing rocket production completes as funds permit.
- **14:24 Jev Router**: We're at $0 but the army has already reached the enemy base (12-16) and is whittling it down (weap at 8%, fact presumably nearby). Push all_army onto the enemy base to finish it. Economy is stalled at $0 with 6 harvesters, so just keep the proc building and let ore flow.
- **14:24 GPT-5.6 Terra**: Our base is overrun and has no income, so convert the critically damaged War Factory and excess damaged power into emergency cash for rocket defenders. Keep the barracks alive and rally all new infantry directly into the tank fight.
- **14:32 Jev Router**: Enemy base is nearly wiped out with only powr #298 visible at (10,13). Directing all frontline forces to destroy powr #298 and sweep the area around (10,15) to eliminate any remaining structures.
- **14:32 GPT-5.6 Terra**: Our base is effectively destroyed: only a power plant remains, with no production capability or units. There are no meaningful commands available; preserve the remaining asset while awaiting the next state update.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g3.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
