---
title: "GPT-5.6 Terra vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g4.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-g4

# GPT-5.6 Terra vs Jev Router

Jev Router destroyed the enemy base after 9.3 game-minutes · 14.9 min wall clock

Jetty run 6d4b5d06
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt56terra-g4.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g4/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g4/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g4/validation_report.json)

LOSS england · west

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$4,100Value lost$16,700
Units killed / lost21 / 30Buildings killed / lost1 / 8
Peak army$2,000Orders issued65
Decision turns (failed)70 (0)Mean latency3.4sModel cost$0.493

WIN france · east

Jev Router

typesafe/jev-router

Value destroyed$16,700Value lost$4,100
Units killed / lost30 / 21Buildings killed / lost8 / 1
Peak army$7,900Orders issued157
Decision turns (failed)70 (2)Mean latency5.5sModel cost$0.129

## 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': 70, 'Multi1': 70} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/70', 'Multi1': '0/70'} |
| pass | code\_check | video-decodes | duration 94.6s |
| pass | code\_check | video-complete | video ends at tick 13886 of 13886 |
| pass | code\_check | limits-respected | ended after 14.9 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | Notes section cites both models final thoughts and explains Jev Router won via superior army build and income management |
| pass | checklist | players-match-request | result.json records gpt56terra as Multi0 and jev as Multi1 matching the requested players |
| pass | checklist | no-silent-outage | run.log shows continuous turn lines with no gaps, 0 failures for both models across all 70 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 GPT-5.6 Terra**: Deploy immediately and begin the standard powered refinery opening. Preserve cash for rapid economic expansion.
- **0:00 Jev Router**: Deploy the MCV immediately to get the Construction Yard up, then start the typical opening with a Power Plant so the economy and production can ramp up.
- **0:08 GPT-5.6 Terra**: Construction Yard is deployed and the initial power plant should be ready for placement. Establish power and refinery income immediately, then unlock infantry production.
- **0:08 Jev Router**: Opening: powr is building. Will follow with proc, barracks, war factory. Enemy likely at (12,16).
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed; begin the standard economy opening immediately. Start power first, then place it and rush a refinery.
- **0:16 Jev Router**: Game just started; I have a Construction Yard but no power or economy. Standard opening: build a power plant first, then ore refinery for income.
- **0:24 GPT-5.6 Terra**: Deploy the initial power immediately, then start the first refinery for income. We need establish a stable economy before infantry and vehicle production.
- **0:24 Jev Router**: Power plant is ready; placing it and immediately queuing an Ore Refinery to get our economy rolling. Next will be a barracks and war factory.
- **0:32 GPT-5.6 Terra**: Power is established and the refinery is now available. I will start the first refinery immediately, then expand into infantry and vehicle production.
- **0:32 Jev Router**: Power is up and building queue is now free. I need economy first: start the Ore Refinery. Keep cash spending going with infantry/vehicle production later.
- **0:40 GPT-5.6 Terra**: The first refinery is still under construction, so I will preserve cash and place it as soon as it completes. The immediate follow-up is barracks, then a second refinery and war factory for sustained unit production.
- **0:40 Jev Router**: Opening is on track: Construction Yard and Power Plant are up, Ore Refinery at 23%. With $4375 banked and no other queued production available, I just wait for the refinery to finish, then place it and immediately start the barracks.
- **0:48 GPT-5.6 Terra**: First refinery is still building. Place it immediately when ready, then establish infantry production and expand economy toward a War Factory.
- **0:48 Jev Router**: Opening underway: Construction Yard + Power Plant up, Ore Refinery at 47%. Nothing else can be queued in the Building queue while the refinery builds, and we have no barracks yet, so no units can be trained. Just keep watching and let the refinery finish.
- **0:56 GPT-5.6 Terra**: The first refinery is nearly complete, giving us our first harvester and income shortly. I will immediately transition into barracks infantry production, then expand into a second refinery and vehicle production.
- **0:56 Jev Router**: Opening still in progress: proc at 70%, no army yet, cash healthy at $3708. Nothing to place or train until proc completes; I'll continue the build order (tent then weap) next turn when the queue frees up.
- **1:04 GPT-5.6 Terra**: First refinery is nearly complete; place it immediately and start barracks production. Then use infantry to scout the eastern approach toward the likely enemy base.
- **1:04 Jev Router**: Opening is on track: fact + powr built, proc almost done. Nothing actionable this tick since the Building queue is busy and proc isn't placeable yet. Next turn I'll place proc, then queue barracks and war factory.
- **1:12 GPT-5.6 Terra**: The first refinery is ready and the barracks is underway. Place the refinery immediately, then use the early barracks for scouts while saving toward a second refinery and war factory.
- **1:12 Jev Router**: Deploy the ready Ore Refinery near base to start income, queue the barracks next, and keep cash flowing into production. No enemy visible yet; will scout after infantry is available.
- **1:20 GPT-5.6 Terra**: The first refinery is established and the barracks is nearly complete. I will keep the harvester mining, place the barracks as soon as it is ready, then open vehicle production with a War Factory while building an infantry screen.
- **1:20 Jev Router**: Barracks (tent) is 64% done; nothing to train until it's up. Economy is fine with one refinery and cash flowing. Keep harvester mining and wait for tent to finish, then build war factory and train scouts/units.
- **1:28 GPT-5.6 Terra**: Barracks is ready while the War Factory is underway. I will place it, begin infantry scouting toward the likely enemy position, and keep the ore truck mining.
- **1:28 Jev Router**: Barracks is ready; place it, start War Factory next, and train a few riflemen to scout toward the enemy start at (12,16). Cash is healthy so keep production rolling.
- **1:36 GPT-5.6 Terra**: War Factory is under construction and the base has adequate power. Begin infantry production and send the free harvester mining while preparing a scout route toward the likely enemy position.
- **1:36 Jev Router**: Weap is 16% done, economy healthy at $2618. Barracks (tent) is up, so I'll start producing infantry for scouting and defense while the War Factory finishes. Adding a pillbox for base defense in the idle Defense queue.
- **1:44 GPT-5.6 Terra**: War Factory is progressing and infantry are queued. I will scout toward the likely enemy start while preparing to expand ore income immediately after the factory completes.
- **1:44 Jev Router**: Economy is stable with power 100/50 and $2003 cash. War Factory is at 32%; I'll keep infantry producing and send my idle rifleman to scout west toward the suspected enemy base. Once weap finishes I'll add a second refinery and more power.
- **1:52 GPT-5.6 Terra**: War Factory is nearly complete; I will place it immediately when ready and follow with a second refinery. Infantry production is already queued, while current scouts advance east toward the likely enemy base.
- **1:52 Jev Router**: War factory nearly done, pillbox ready. Place pillbox west of base toward suspected enemy, keep infantry queue full, and send the idle rifle west to scout while economy runs.
- **2:00 GPT-5.6 Terra**: War Factory is nearly complete, after which I will place it and expand with a second refinery. Infantry will scout east toward the expected Soviet start while the harvester continues mining.
- **2:00 Jev Router**: War Factory is 66% done, economy is thin with 1 harvester and $894. Keep barracks producing, scout west toward suspected enemy base (12,16), and prepare to build a second refinery once the War Factory completes.
- **2:08 GPT-5.6 Terra**: War Factory is nearly ready; infantry scouts are advancing toward the enemy start while we prepare continuous vehicle production. I will reinforce scouting and keep the barracks queue active.
- **2:08 Jev Router**: Weap nearly done, infantry queue busy. Cash is low so I need ore income. Scout #136 continues west toward suspected enemy base at (12,16).
- **2:16 GPT-5.6 Terra**: War Factory is ready and must be placed immediately; a second refinery will stabilize income for continuous vehicle production. Infantry and rockets are advancing east to scout toward the expected enemy start.
- **2:16 Jev Router**: War factory nearly done; cash is zero so I need more income. Queue a second refinery, place the war factory, keep scouting west toward the suspected enemy base, and hold infantry near base.
- **2:24 GPT-5.6 Terra**: War Factory is ready and must be placed to begin vehicle production. Our scouting infantry column is advancing east toward the likely enemy start while the second refinery is underway.
- **2:24 Jev Router**: Cash is 0 so I can only spend once harvesters deliver ore. Place the War Factory, keep the barracks training, and send idle infantry west to scout toward the likely enemy base at (12,16) while the harvester keeps mining.
- **2:32 GPT-5.6 Terra**: Second refinery is under construction and the forward infantry/rocket screen is approaching the enemy side without contacts. Keep scouting aggressively toward the likely northeast base while income ramps up.
- **2:32 Jev Router**: War Factory is placed. Cash is currently zero, so we wait for Harvester #132 to unload. Scouting west towards (12, 16) with our forward infantry squad.
- **2:40 GPT-5.6 Terra**: Second refinery is underway and the scouting infantry column is advancing east. Once it completes, add power immediately to support it, then resume vehicle production and keep pressure toward the likely enemy base.
- **2:40 Jev Router**: Cash is 0 and economy is tight with only one harvester. I'll keep production queued and push my idle Rocket Soldiers west to find the enemy base while the rest of the army holds a line.
- **2:48 GPT-5.6 Terra**: Second refinery is nearing completion; the rifle scout column has encountered enemy rocket soldiers en route east. Keep pressure on them while expanding ore income, then add power for sustained vehicle production.
- **2:48 Jev Router**: Cash is $0 so production is stalled until the harvester delivers ore. My rifle group is already west near an enemy scout; push them toward the enemy base direction while the rocket soldiers scout south-west. Keep everything moving productively.
- **2:56 GPT-5.6 Terra**: The second refinery is nearly ready and the rifle column has cleared forward contact. Keep the infantry advancing northeast toward the suspected enemy base while income unlocks more production.
- **2:56 Jev Router**: Cash is empty and only one harvester is mining, so economy is the bottleneck. I'll keep the harvester mining, queue a second harvester, and keep pushing the infantry west toward the enemy base.
- **3:04 GPT-5.6 Terra**: Our forward rifles have encountered an enemy infantry group near the center, so they should engage while the second refinery completes. The rocket soldier stays home to protect the ore truck and base.
- **3:04 Jev Router**: Bank is empty ($0) so economy must catch up; keep harvester mining and let the queued refinery/harvester finish. My army (8 e1 + 1 e3) is already pushing west with no enemy in sight, so continue the advance while pulling the two nearly-dead rifles back to avoid feeding kills.
- **3:12 GPT-5.6 Terra**: Second refinery is still under construction, and cash is constrained, so preserve the lone harvester while the queued rocket soldiers finish. Send the current rocket soldier scouting east toward the enemy approach rather than committing directly into the likely base.
- **3:12 Jev Router**: Cash is at $0 so I can't queue new production; focus on pushing healthy infantry west toward the enemy base at (12,16) while pulling the badly wounded e1 back to defend. Keep the harvester mining and let existing queues finish.
- **3:20 GPT-5.6 Terra**: Second refinery is nearly complete and will improve income; keep the rocket soldiers scouting east toward the likely enemy position while preserving them. Place the refinery immediately when ready, then add power for future production.
- **3:20 Jev Router**: Economy is extremely tight ($0 cash), so let priority go to finishing proc and harvester before training more infantry. Push healthy army group toward enemy base while wounded units retreat and heal.
- **3:28 GPT-5.6 Terra**: Second refinery is nearing completion; the two rocket soldiers should keep scouting east toward the likely enemy approach while our economy expands. Once the refinery places, immediately add power and resume vehicle production.
- **3:28 Jev Router**: Cash is $0 with only 1 harvester, so economy is the bottleneck - the proc (with free harvester) and 2nd harv already queued are the right calls. Army is scattered; push the healthy squad west toward the suspected enemy base to scout/fight while wounded units fall back to base.
- **3:36 GPT-5.6 Terra**: Second refinery is still building and cash is exhausted, so the priority is completing the economic expansion and keeping the existing harvester mining. The two damaged rockets will continue scouting east while engaging the visible rifleman if possible.
- **3:36 Jev Router**: Economy is fully starved at $0 so no new builds possible; proc/harq production will fix that. Keep the healthy western group pushing toward the enemy base at ~(12,16) and hold the wounded units back near base.
- **3:44 GPT-5.6 Terra**: Second refinery is nearly complete but we are currently broke and have no visible combat units remaining. Keep the harvester mining while the refinery finishes; immediately place it next turn and use the income to rebuild infantry and vehicles.
- **3:44 Jev Router**: Economy is starved at $0, so nothing can progress until the harvester delivers; proc(41%) and harv(30%) already queued. West scouting/attack group should push toward the enemy base at (12,16) while wounded units stay home to heal. Queue a few infantry so production resumes the instant cash arrives.
- **3:52 GPT-5.6 Terra**: A second refinery is nearly complete but the base is critically low on power and four enemy rifles are close. Place the refinery immediately when ready, keep mining, and use any completed rocket soldier to clear the infantry while saving for a power plant.
- **3:52 Jev Router**: West group is at (20,16), right next to the enemy start (12,16) with nothing visible - push in and scout. Cash is $0, so we're waiting on the refinery/harvester; keep queues minimal until income arrives.
- **4:00 GPT-5.6 Terra**: Our severely damaged power plant has caused crippling low power while enemy infantry are threatening the base. Repair power immediately, finish and place the refinery, then add power and infantry while the rocket soldier engages the nearby force.
- **4:00 Jev Router**: Cash is $0 so no new production is possible; power is maxed at 100/100 and cannot be expanded. My west strike group is already near the enemy base at (16,15), so I'll keep the pressure on with an attack_move toward the enemy start, and consolidate my wounded base defenders into a second wave.
- **4:08 GPT-5.6 Terra**: We are critically low power and enemy infantry are at the eastern edge of our base. Start power immediately, repair the damaged barracks, keep the harvester mining, and produce anti-infantry/armor units while our rifleman engages.
- **4:08 Jev Router**: Cash is $0 so production is stalled; economy needs to come online (harvester mining, proc at 53%). Meanwhile press the western attack — the enemy tent is already at 63%, so a focused strike could finish it. Wounded e1s at base stay put.
- **4:16 GPT-5.6 Terra**: Power and defenses are underway but low power is crippling production. Keep the harvester mining, hold our infantry near the damaged barracks, and eliminate the nearby exposed enemy infantry if possible.
- **4:16 Jev Router**: Enemy east tent (#133) is at 18% and about to fall. Economy is starved ($0, 1 harvester), so I must keep the harvester mining and finish the push on the enemy base while queuing power/economy. Wounded e1s stay at base to defend.
- **4:24 GPT-5.6 Terra**: Power plant is nearly complete and must be placed immediately on readiness to restore production. Keep the harvester mining, rally new tanks forward, and use the surviving infantry to scout eastward without overcommitting.
- **4:24 Jev Router**: Economy is starved ($0) and my west strike group is gone. I need to rebuild: let the refinery finish, keep the harvester mining, and hold my wounded infantry at base. Scout west with the rocket soldier to find enemy targets.
- **4:32 GPT-5.6 Terra**: Power is critically low, so immediately place the completed plant and start a second one to restore full production speed. Keep the War Factory queue running and send infantry to probe east toward the enemy start.
- **4:32 Jev Router**: Proc is at 65% and Harvester at 61%. Harv #132 is harvesting. Scouting west with rocket soldier to locate the enemy base.
- **4:40 GPT-5.6 Terra**: The second power plant is ready and our first light tank is nearly complete. I will place power, keep the scout advancing toward the northeast, and use the tank immediately to reinforce the eastern approach while ore income accumulates for a refinery or barracks.
- **4:40 Jev Router**: Economy is starved at $0 cash with only one harvester; proc and 2nd harvester are still building. Nothing to produce without cash, so focus on getting the harvester mining and keeping damaged infantry on defense while scouting continues.
- **4:48 GPT-5.6 Terra**: Power is secure and the first light tank is finishing. Keep the scout force advancing northeast toward the expected enemy base while saving incoming refinery income for a second refinery.
- **4:48 Jev Router**: Economy is tight ($0 cash) but queues are progressing (proc 69%, harv 65%). Keep production running, send the harvester back to mining, and push a couple of damaged riflemen west to scout toward the enemy start at (12,16). No new spending possible until ore comes in.
- **4:56 GPT-5.6 Terra**: Our forward scouts are nearing the northeast approach but have not located the enemy. The first light tank is nearly complete; keep the army advancing together while the harvester continues mining for a second refinery.
- **4:56 Jev Router**: Economy is the bottleneck: $0 cash with only 1 harvester. Keep the harvester mining so income flows, let the queued proc/powr/harv finish, and hold the damaged riflemen on defense while lightly scouting west toward the enemy start.
- **5:04 GPT-5.6 Terra**: Funds are too low for production, so the immediate priority is letting the harvester refill the bank while consolidating the scattered combat units toward the northeast approach. The forward scouts should continue probing toward the likely Soviet base.
- **5:04 Jev Router**: Cash is empty so production can't advance quickly, but proc(77%) and harv(76%) are nearly done. Need to finish economy and set up defenses while scouting west toward enemy start (12,16).
- **5:12 GPT-5.6 Terra**: Economy is the bottleneck with only one harvester, so I will preserve cash for a second refinery while consolidating the scattered force toward the likely northeastern enemy base. The visible enemy infantry can be cleared en route.
- **5:12 Jev Router**: Economy is starved at $0; proc and harv nearly done will fix that. I should keep all production queues loaded and gather the damaged riflemen near the base to defend while the harvester resumes mining.
- **5:20 GPT-5.6 Terra**: Our cash is temporarily exhausted despite stored ore, so the priority is getting the harvester mining and returning ore while the forward force scouts the likely enemy start. Keep pressure toward the northeast and use the existing war factory for tanks as soon as funds arrive.
- **5:20 Jev Router**: Cash is $0 with only one harvester, so production is stalled until ore flows. Get the harvester mining immediately and let the near-complete refinery finish (it brings a free harvester) to fix the economy. Keep the small damaged infantry group defending at base; enemy location unknown beyond the likely start at (12,16).
- **5:28 GPT-5.6 Terra**: Our forward force has reached the enemy approach and is engaging infantry near a pillbox. Income must fund a second refinery, then continuous light-tank production to exploit the open vehicle queue.
- **5:28 Jev Router**: Enemy light tank is poking my base at (86,14) and my rifle squad plus pillbox are right there. Cash is $0 with proc at 90% and harvester at 91%, so production is already queued and I just need to focus fire on the tank. Once the proc finishes I'll place it for a second harvester.
- **5:36 GPT-5.6 Terra**: Our forward force is at the enemy perimeter, but one light tank is critically damaged. Retreat it for safety while the healthy tank and infantry clear the exposed pillbox; spend available funds on another tank immediately.
- **5:36 Jev Router**: Cash is $0 so all queues are stalled; income depends on my lone harvester, so proc must finish and I need more harvesters once cash flows. Enemy 1tnk #180 is at 1% hp and the other units are near (86-87,10-14), so finish them off with my rifles while staying near base defenses.
- **5:44 GPT-5.6 Terra**: Our forward tank and rifle are pressuring the exposed enemy entrance while the pillbox is nearly destroyed. Expand infantry production now and keep the War Factory queued for additional armor.
- **5:44 Jev Router**: Cash is 0 and everything is stalled, so my priority is placing the ready Refinery for income and adding power. A few enemy units are poking near my base; my idle rifles can clear them while the harvester keeps mining.
- **5:52 GPT-5.6 Terra**: Barracks is nearly ready while the War Factory has three Light Tanks queued. The lone damaged scout tank should prioritize the exposed enemy harvester, while our ore truck continues mining to fund infantry and a second refinery.
- **5:52 Jev Router**: Low power (100/110) and $0 cash are stalling everything; two powr are queued which will fix power once ore flows. A nearly-dead enemy light tank (#182, 23%) is near my base at (87,9) — finish it off with idle infantry. Economy first otherwise.
- **6:00 GPT-5.6 Terra**: Barracks is nearly complete while the War Factory is continuously producing light tanks. I will scout toward the likely enemy approach with the current tank, preserving our economic core until infantry production can begin.
- **6:00 Jev Router**: Cash is $0 and power is low (100/110), so production is stalled. My infantry queue is bloated with cheap units that would drain future income, so I'll trim it and let the two queued Power Plants finish, while keeping harvesters mining to rebuild cash.
- **6:08 GPT-5.6 Terra**: Barracks is ready and must be placed immediately to begin infantry production. Our lone tank should continue scouting toward the likely enemy base while the harvester keeps income flowing; next priority is a second refinery.
- **6:08 Jev Router**: Low power is slowing everything; the powr under construction (18%) is the priority to finish. Cash is nearly zero so I must keep harvesters mining and avoid over-queuing cheap infantry that will just drain future income. I'll consolidate defenders and push a small scout west toward the enemy start.
- **6:16 GPT-5.6 Terra**: Cash is temporarily exhausted while two Light Tanks are queued. Keep the scout pushing toward the likely enemy start and set infantry rally east for future reinforcement.
- **6:16 Jev Router**: Low power is the priority (powr building soon). Enemy is west at (12,16), mostly unexplored; I'll push my idle riflemen west to scout and raid while keeping one group home. Cash is essentially 0 so I'll just keep existing queues and set rally points to gather new units.
- **6:24 GPT-5.6 Terra**: Our first Light Tank has reached enemy infantry near the northeast approach while two more are queued. Keep the harvester mining and use the tank to clear scouts while production completes.
- **6:24 Jev Router**: Power is low and cash is empty, so I need the queued power plants placed and harvesters mining. An enemy Light Tank (#192) is pushing at (79,14) into my rifle group; I'll swarm it with my idle infantry while production keeps running.
- **6:32 GPT-5.6 Terra**: Our forward Light Tank is badly damaged and facing a dense infantry screen, so it should withdraw while the existing vehicle queue completes. Income must be converted into a second refinery as soon as possible, with barracks production queued behind it.
- **6:32 Jev Router**: Low power - place the ready powr immediately. Enemy light tank #192 at (79,14) is harassing my front; mass ~8 riflemen to kill it. Cash is 0 so I must keep harvesters mining and continue cheap infantry/economy builds.
- **6:40 GPT-5.6 Terra**: Second refinery is underway and production queues are stocked despite no current cash. Scout cautiously toward the likely enemy approach while the damaged tank returns to base.
- **6:40 Jev Router**: Cash is near zero so stored ore must fund production; queues are already full. No enemies visible now, so consolidate the damaged western infantry group and probe toward the enemy base while keeping harvesters mining.
- **6:48 GPT-5.6 Terra**: Second refinery and deep unit queues are underway, but the current field force is tiny. Preserve the damaged tank, keep harvesting, and have the healthy tank scout east toward the expected enemy side while reinforcements rally forward.
- **6:48 Jev Router**: Cash is tight ($0/$481) so I can't add buildings this turn; keep queues busy with free-flowing production. My front infantry clump near (65-67,16) is pushing toward the enemy start (12,16) - consolidate and advance west while keeping harvesters mining. Pull the worst-damaged e1s slightly back but keep pressure.
- **6:56 GPT-5.6 Terra**: Production queues are fully committed and the second refinery is underway. The forward light tank should clear the exposed enemy infantry mass while the damaged tank retreats to safety; keep the harvester mining.
- **6:56 Jev Router**: Enemy Light Tank spotted at (60,28) near our advance infantry. Engaging with forward riflemen and converging our Light Tank #203 and reinforcement line to eliminate it before pushing toward enemy base (12,16).
- **7:04 GPT-5.6 Terra**: Our production is fully queued but cash-starved, so preserve the damaged forward units while the refinery completes and restore income. The enemy force is concentrated around 63,25 with a light tank; regroup at home before pushing again.
- **7:04 Jev Router**: Cash is $0 so I can't produce anything right now — harv/proc finishing soon will fix that. My main force is engaged with a damaged enemy 1tnk near (60,28); finish it off and consolidate, then push toward the enemy start at (12,16).
- **7:12 GPT-5.6 Terra**: Our refinery and large unit queues are already consuming all income, while the surviving combat force is too weak to engage the known enemy blob. Preserve the damaged tanks and infantry near base until the second refinery is ready and production restores numbers.
- **7:12 Jev Router**: Economy stalled at $0 so all queues wait on ore, but I still have 18 rifles, 2 rockets and a light tank in the west. Consolidate that force and push toward the enemy start (12,16), keeping harvesters mining.
- **7:20 GPT-5.6 Terra**: Our damaged survivors are withdrawing while a second refinery and reinforcements are already queued. Keep the harvester mining, consolidate at the base, and use production to rebuild a tank/rocket force before probing east again.
- **7:20 Jev Router**: Cash is $0 so production is stalled; a proc is ready to place which will boost income immediately. My infantry blob is advancing west toward the known enemy start (12,16). Keep pushing while placing the free refinery and getting the stray harvester back to work.
- **7:28 GPT-5.6 Terra**: The refinery and queued forces will restore our economy and army shortly. Eliminate the crippled enemy tank at our perimeter, keep the harvester mining, and send the surviving force east to scout toward the enemy start once clear.
- **7:28 Jev Router**: Army blob of ~20 infantry is pushing west toward the enemy start at (12,16). Cash is $0 so I can't start new production, but I have plenty queued; I'll keep the attack rolling and consolidate units. The light tank at (18,20) is nearly dead—pull it back.
- **7:36 GPT-5.6 Terra**: The second refinery is progressing and all production queues are committed despite zero cash. Our small, damaged combat group should cautiously clear the nearby area while the harvester keeps income flowing.
- **7:36 Jev Router**: Cash is at $0 with 5 harvesters, so I need to keep them mining and let existing queues finish. My western infantry blob is still pushing toward the likely enemy base at (12,16); I'll continue the assault while keeping base defenders home. (error: unparseable response)
- **7:44 GPT-5.6 Terra**: Our forward trio is being met by a large rifle group, and the damaged light tank should fall back while infantry holds briefly. Refinery and queued reinforcements will improve our economy and allow a stronger armored push east afterward.
- **7:44 Jev Router**: Cash is dry but production is queued. My west infantry blob is pushing toward the enemy start at (12,16) and there's a nearly-dead enemy tank at (22,18) to finish. Place the ready power plant, keep the push going, and keep harvesters working.
- **7:52 GPT-5.6 Terra**: The refinery is nearing completion and our current light tank is critically damaged, while a small enemy infantry group is probing the base. Preserve the tank, keep the harvester mining, and let the queued infantry/armor reinforce the defensive rally point.
- **7:52 Jev Router**: Our infantry assault wave has reached the enemy perimeter at (15,16) and found an enemy power plant and crippled tank. We push into the enemy base at (12,16) while streaming up reinforcements.
- **8:00 GPT-5.6 Terra**: Production is fully queued but we have no visible combat units, while enemy riflemen are close to the base. Keep the lone harvester mining and rally upcoming units into a defensive position near the Construction Yard until a force reforms.
- **8:00 Jev Router**: Economy is strong (6 harvesters, 3 refineries, ample power) but cash is near zero, so queues will fill slowly. No enemies visible near the western front, so I'll commit my whole army to push the enemy base at (12,16) and place the ready power plant.
- **8:08 GPT-5.6 Terra**: Enemy infantry are pressing directly beside the base while our first light tank and rocket troops are nearly complete. Keep the harvester mining and immediately rally all new combat units to clear the local threat before advancing northeast.
- **8:08 Jev Router**: My army has pushed to the enemy base (fact #121 at 12,16, now 80%) with 25 units nearby, and no enemy units are visible. Finish off the Construction Yard to end the game; economy is tight ($0) but 6 harvesters are mining. Keep the build/vehicle/infantry queues running.
- **8:16 GPT-5.6 Terra**: Enemy infantry is pressing directly beside the Construction Yard, which is critically damaged. Keep the rocket soldier fighting while the nearly completed tank and queued infantry reinforce the base; place the refinery as soon as it completes for economic recovery.
- **8:16 Jev Router**: Enemy ConYard #121 is down to 44% with our horde swarming it. Ordering all forces to focus-fire #121 to close out the match, while placing the completed power plant.
- **8:24 GPT-5.6 Terra**: The enemy infantry swarm is pressing directly beside our base while our tank and infantry production queues are about to reinforce us. Hold the light tank at the approach to eliminate the exposed infantry, keep the harvester mining, and rally all new units into the defensive line.
- **8:24 Jev Router**: Enemy Construction Yard is down to 0% HP and our infantry are already massed at (16,15) right by their base. Push everything in to finish the base and hunt any remaining structures.
- **8:32 GPT-5.6 Terra**: Enemy infantry is pressing directly beside our base, but three light tanks and a large infantry batch are already queued. Keep the rocket soldier fighting defensively while income resumes and attempt a second refinery.
- **8:32 Jev Router**: Enemy base is essentially broken (fact already down, only a tent visible at (12,20)). Push all army in to finish it off, keep production running, and rally new units toward the front. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **8:40 GPT-5.6 Terra**: Our base is under immediate infantry pressure with only a harvester currently fielded; production queues are already saturated. Keep income flowing, repair critical production, and send newly produced armor/infantry to the threatened east side of the base.
- **8:40 Jev Router**: Enemy base at (12,16) is nearly wiped out; only tent #193 @(12,20) at 27% hp remains visible. Finishing it off should end the game or reveal remaining structures. Cash is basically zero, so I'll just keep the small production queues running and push everything at the tent.
- **8:48 GPT-5.6 Terra**: Our base is critically exposed to a nearby infantry swarm, but the first Light Tank is almost complete. Keep the War Factory alive, force the harvester to mine/unload for cash, and rally tanks directly into the attackers.
- **8:48 Jev Router**: Enemy base is nearly dead (weap #162 at 34% and last turn's tent at 27%). Cash is $0, so keep queues going and finish the kill with the army already massed at the enemy base.
- **8:56 GPT-5.6 Terra**: Our base has been nearly wiped out, with only the refinery, power plant, and harvester remaining. Use the Ore Truck to crush the exposed enemy infantry around the refinery while keeping it mining whenever possible.
- **8:56 Jev Router**: Cash is at $0 so production is stalled; harvesters are mining. I have a large infantry blob already at the enemy start (12-16,16-17) but nothing visible now, so I'll sweep the base with all combat units to finish off remaining buildings while keeping queues filled.
- **9:04 GPT-5.6 Terra**: Our base is effectively destroyed and the remaining ore truck is surrounded by enemy infantry. Use it to crush through the clustered infantry while attempting to resume harvesting for any chance of recovery.
- **9:04 Jev Router**: My army is sitting in the enemy base area (12-14,15-18) with only an enemy refinery (34%), power plant, and a harvester visible. Most of the map's enemy presence is crumbling. I'll push all combat units onto the enemy base to finish the buildings and win, while keeping production queues busy and setting forward rally points.
- **9:12 GPT-5.6 Terra**: Our Construction Yard and refinery are gone, leaving only a damaged power plant and a destroyed harvester husk. No production or functional units remain, so there are no meaningful commands available.
- **9:12 Jev Router**: Enemy base is nearly wiped out (only powr #179 at 57% visible). Our army of ~42 units is already pushing there. Cash is 0 so production is stalled; prioritize finishing the kill then scouting. Keep pushing all_army onto the enemy base.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt56terra-g4.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
