---
title: "GPT-6 Luna vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g2.html
description: "Jev Router destroyed the enemy base. Watch the full game with both models' reasoning and the run's evaluation."
updated: 2026-09-28
publisher: Jetty (https://jetty.io)
---

02 — Run · Round 2 · Round robin · r2-rr-jev-gpt6luna-g2

# GPT-6 Luna vs Jev Router

Jev Router destroyed the enemy base after 11.5 game-minutes · 15.6 min wall clock

Jetty run 555c9fa6
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt6luna-g2.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g2/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g2/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g2/validation_report.json)

LOSS ukraine · west

GPT-6 Luna

openai/gpt-6-luna

Value destroyed$9,750Value lost$24,700
Units killed / lost35 / 29Buildings killed / lost2 / 9
Peak army$5,750Orders issued46
Decision turns (failed)87 (0)Mean latency3.3sModel cost$0.032

WIN russia · east

Jev Router

typesafe/jev-router

Value destroyed$24,700Value lost$9,750
Units killed / lost29 / 35Buildings killed / lost9 / 2
Peak army$5,900Orders issued156
Decision turns (failed)87 (15)Mean latency5.6sModel cost$0.173

## 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': 87, 'Multi1': 87} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/87', 'Multi1': '8/87'} |
| pass | code\_check | video-decodes | duration 117.3s |
| pass | code\_check | video-complete | video ends at tick 17296 of 17296 |
| pass | code\_check | limits-respected | ended after 15.6 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites final thoughts from both GPT-6 Luna and Jev Router explaining the decisive army-size and economic disparity |
| pass | checklist | players-match-request | result.json records Multi0=gpt6luna (openai/gpt-6-luna) and Multi1=jev (typesafe/jev-router) matching the requested west=gpt6luna east=jev |
| pass | checklist | no-silent-outage | Jev Router had 8 LLM failures out of 87 turns (9.2%); GPT-6 Luna had 0 failures; no long silent stretches in run.log |

## 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-6 Luna**: Deploy the MCV immediately to establish a Construction Yard; then begin the standard power-and-refinery opening.
- **0:00 Jev Router**: Opening move: deploy MCV into Construction Yard at (95,11) and immediately queue a Power Plant to start the economy. Next turn I'll add a Refinery.
- **0:08 GPT-6 Luna**: The Construction Yard is deployed and the base has no power or income yet. Start the standard opening: build a power plant, then begin a refinery as soon as the building queue is free.
- **0:08 Jev Router**: Opening in progress: power plant is building at the Construction Yard. Queue the next structure (Ore Refinery) so the queue stays busy, then continue the standard Soviet opening.
- **0:16 GPT-6 Luna**: The Construction Yard is established and the first Power Plant is ready. Place it, then start an Ore Refinery to get income flowing; I’ll add production once the refinery is underway.
- **0:16 Jev Router**: MCV deployed successfully. Starting power plant construction to unlock the refinery.
- **0:24 GPT-6 Luna**: The power plant is placed and power is ample. Start the first refinery to establish income; once it is ready, place it and continue with barracks and vehicle production.
- **0:24 Jev Router**: Opening turn: place the ready power plant, then start the refinery for economy. Cash is healthy at $4700 so I'll keep queues busy. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **0:32 GPT-6 Luna**: The refinery is already building, and there are no units or other useful production options yet. Let it finish so we can start mining, then build a barracks and war factory.
- **0:32 Jev Router**: Start of game, MCV deployed, one power plant down. No economy yet. Build the first refinery to get a harvester and income, then barracks into war factory.
- **0:40 GPT-6 Luna**: The refinery is already 46% complete, so the Building queue is occupied. Once it is ready, place it, then start a barracks; current power is sufficient.
- **0:40 Jev Router**: MCV already deployed (fact + powr exist). Ore Refinery is building at 23% with $4375 banked. Nothing to train yet since no barracks, and only one building can queue at a time, so I just wait for the refinery to finish, then get a barracks up. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **0:48 GPT-6 Luna**: The refinery is already 70% complete, so let it finish and place it to gain a harvester and income. Once placed, start a barracks; then prioritize a War Factory and steady tank production.
- **0:48 Jev Router**: Opening is proceeding: Construction Yard and Power Plant are up, Ore Refinery at 47%. No units yet, no income. Just waiting for the refinery to finish so the free harvester starts mining.
- **0:56 GPT-6 Luna**: The refinery is nearly complete, so I’ll let it finish rather than issue a placement command before it’s ready. Once placed, it will provide the first harvester and enable the barracks-to-War-Factory opening.
- **0:56 Jev Router**: Opening is on track: Construction Yard and power plant are up, and the first Ore Refinery is 70% done. Nothing to spend on yet since the building queue is occupied and I have no combat units to command.
- **1:04 GPT-6 Luna**: Place the ready refinery now to start income and gain its free harvester. Then begin a barracks for early units; follow with a War Factory once it is placed.
- **1:04 Jev Router**: Refinery nearly done; no harvesters yet. Need barracks next for infantry defense/scouting, then war factory and service depot. Queue barracks now while refinery finishes.
- **1:12 GPT-6 Luna**: The barracks is still building, so keep the construction queue moving by placing it as soon as it is ready. With one harvester and plenty of cash, follow with a second refinery, then a War Factory; power is currently sufficient.
- **1:12 Jev Router**: Proc is ready - place it immediately to start harvester income. Barracks is already building. Need to keep building queue busy and get economy going.
- **1:20 GPT-6 Luna**: Place the ready barracks, then expand income with a second refinery. Start infantry production while the refinery builds; follow with a War Factory once funds allow.
- **1:20 Jev Router**: Opening is on track: fact+powr+proc placed, barracks nearly done. Queue the War Factory next so heavy tanks can start as soon as the barracks finishes; keep the harvester mining and stay defensive until I have a tank group.
- **1:28 GPT-6 Luna**: The refinery is already 23% complete, so let it finish; then build a War Factory to add vehicle production. Queue rifle infantry for scouting and early defense, and rally them toward the likely enemy start.
- **1:28 Jev Router**: Place the ready barracks, keep war factory building, and start infantry production since cash is healthy. Send a couple of rocket soldiers later for anti-tank.
- **1:36 GPT-6 Luna**: The second refinery is nearly complete, and power is healthy. I’ll scout toward the likely enemy start with the available infantry, then add a War Factory and shift production toward a tank force.
- **1:36 Jev Router**: War Factory is at 16% and barracks is up, so start pumping infantry for base defense while the factory finishes. Economy is fine for now; will add a second refinery after the war factory.
- **1:44 GPT-6 Luna**: The second refinery is underway, and power is comfortably positive. Keep the infantry moving east to scout toward the likely enemy start, and add rocket soldiers to the queue for tank defense.
- **1:44 Jev Router**: Economy is healthy with $2325, power fine, war factory 32% done. Infantry queues are full (5x e1, 3x e3). Just keep production rolling and position the lone rifleman defensively while waiting for weap to finish.
- **1:52 GPT-6 Luna**: The second refinery is nearly ready, and the War Factory is queued behind it. Place the refinery to improve income, keep the queued rocket soldiers coming, and push the infantry east to scout toward the likely enemy base.
- **1:52 Jev Router**: War Factory is halfway done. Moving rifleman west to scout toward enemy base at (12,16). Will prepare second refinery once War Factory is placed.
- **2:00 GPT-6 Luna**: Place the ready second refinery so the War Factory can begin, and send the scattered infantry east to scout toward the likely enemy start. Keep rocket soldiers with the riflemen as protection against vehicles.
- **2:00 Jev Router**: Weap is finishing at 66% - that's my medium-term power spike. Cash is decent ($2198). I'll queue a Flame Tower for base defense, set the barracks rally point to a defensive spot near the ore field, and have the rocket soldiers guard the harvester while I wait for the War Factory to finish so I can tech into tanks.
- **2:08 GPT-6 Luna**: The War Factory is underway and power has a modest surplus. Send the scouting force toward the likely enemy start while keeping the infantry queue producing; add rocket soldiers for a stronger mixed force.
- **2:08 Jev Router**: War factory should be ready to place; I need it for tanks, and a second refinery to boost income. Keep barracks pumping rocket soldiers and guard the harvester.
- **2:16 GPT-6 Luna**: The army is already advancing east, but it is spread out; regroup it toward the likely enemy start and keep pressure moving. Cash is too low to start another build or queue, so let the refinery income fund the War Factory and current infantry production.
- **2:16 Jev Router**: Weap still finishing, ftur is ready to place - put it near the ore field to protect the harvester. Cash is tight ($566), so keep infantry flowing and scout west toward the enemy with the lone rifleman. Idle rocket soldiers stay guarding the harvester.
- **2:24 GPT-6 Luna**: The War Factory is nearly complete, but cash is critically low, so keep both harvesters mining and avoid starting anything else for now. Send the forward army toward the likely enemy start to scout and engage; once the factory is ready and funds allow, prioritize tanks and additional power as needed.
- **2:24 Jev Router**: Place War Factory immediately and scout further west towards enemy base with rifleman. Power will be at 100/100, so prepare power plant next.
- **2:32 GPT-6 Luna**: My infantry and rocket soldiers are already advancing toward the likely enemy start; keep them moving together to scout and engage. Cash is depleted, so let the two harvesters bring in ore and finish the War Factory before committing to more production.
- **2:32 Jev Router**: Proc is building, keep economy growing with a power plant queued next and a second harvester. Move idle rocket soldiers toward the enemy's likely location to scout and gather intel while training more infantry.
- **2:40 GPT-6 Luna**: The army is already advancing toward the likely enemy start; keep it pushing to uncover and engage the base. Cash is nearly exhausted, so let both harvesters continue mining and get the War Factory placed as soon as it finishes.
- **2:40 Jev Router**: Economy is dead ($0, one harvester), and we're in low power. Send the harvester back to mining immediately so income resumes; the queued powr and proc will help once cash flows. Keep the 7 rocket soldiers pushing west toward the likely enemy base, and swat the lone enemy rifleman near our base.
- **2:48 GPT-6 Luna**: The War Factory is nearly ready, but there is no spendable cash yet. Keep the scattered force pressing toward the likely enemy start while the harvesters continue mining; place the factory as soon as it is ready.
- **2:48 Jev Router**: Low power and $0 cash are the main problems; powr is already building and a second harv is queued. Enemy riflemen are probing near my base at (88,10-12), so I'll send my lone idle e3 to fight them while the western squad keeps scouting toward the enemy start.
- **2:56 GPT-6 Luna**: Place the ready War Factory to unlock vehicle production. Our scattered infantry outnumber the visible enemy rocket squad, so push the army together toward them while harvesters continue generating funds.
- **2:56 Jev Router**: Enemy infantry group is probing our north base near (88,11) while our power plant #124 is heavily damaged causing severe low power. Repairing #124 immediately to fix power, cancelling the stalled refinery to free up cash, and pulling e3 rocket soldiers back to eliminate the enemy squad.
- **3:04 GPT-6 Luna**: Power is low, so start another plant immediately. Regroup the scattered force on the enemy rocket squad and engage; preserve the nearly destroyed rifleman if possible.
- **3:04 Jev Router**: Low power (0 made/100 used) is crippling production; a powr is at 36% so I'll let it finish and queue a refinery next for economy. I only have weapon factory without a service depot, so no tanks yet; keep harv/infantry flowing and clear the enemy infantry near my base.
- **3:12 GPT-6 Luna**: Power is below demand, so let the Power Plant finish and place it as soon as it is ready. The infantry and rocket soldiers are already advancing near the enemy; push them toward the likely base while the harvesters bring in ore.
- **3:12 Jev Router**: Economy is starved ($1 cash, 1 harvester) and power is still 0 because powr is only 68%. Can't build anything affordable right now, so focus on getting harvester mining and consolidating scattered e3s for base defense until powr completes and cash recovers.
- **3:20 GPT-6 Luna**: Power is low and the Power Plant is already 73% complete, so let it finish before starting another building. Keep the forward force advancing toward the likely enemy base at (95,11) while the harvesters continue mining.
- **3:20 Jev Router**: Low power and zero cash are the bottleneck; the powr is nearly done and the harvester is mining. Keep queues busy and hold the small force defensively until economy stabilizes.
- **3:28 GPT-6 Luna**: Place the ready Power Plant to clear the low-power condition, and keep the forward force advancing toward the likely enemy base. Cash is empty, so prioritize allowing the harvesters to bring in income before starting more production.
- **3:28 Jev Router**: Low power is crippling production and we only have 3 units vs enemy raiders near (88,14). Finish the power plant, add another, and clear the raiders while keeping infantry flowing.
- **3:36 GPT-6 Luna**: The forward infantry are close to the enemy Construction Yard, so keep them pressuring it while scouting for targets. Place the ready Power Plant; with no cash available, leave new production orders until the harvesters bring in funds.
- **3:36 Jev Router**: Low power is throttling everything, and a READY powr is waiting. Enemy raiders (#150 e3 at 91,11 and #158 e1 at 88,14) are probing my base—I'll use my idle rifleman to harass/screen them and keep the harvester safe. Get power up, keep grunts coming.
- **3:44 GPT-6 Luna**: Cash is empty, so I can’t start production yet. Keep both harvesters mining; once ore converts to cash, prioritize a War Factory army and scout/attack toward the known enemy start at (95,11).
- **3:44 Jev Router**: Cash is drained at $0 and we're at exactly 100/100 power, so I need economy and power next. Weap and barr are up; keep queuing infantry/vehicles and start a refinery. Idle rifles should hold near base since no enemy is visible.
- **3:52 GPT-6 Luna**: I have no spendable cash, so I can’t start production yet. Keep both harvesters mining; once ore income arrives, prioritize a Radar Dome to unlock stronger vehicles, then resume tank production and push toward the likely enemy start.
- **3:52 Jev Router**: Economy is tight at $0 but queues are running (powr nearly done, harv at 54%). Keep the harvester mining and queue a Service Depot for future tanks. Infantry is slowly building up; enemy start is far west at (12,16), so consolidate near base for now.
- **4:00 GPT-6 Luna**: The base is economically established, but there is no spendable cash yet and no combat force. Keep both harvesters mining; once ore is processed, prioritize a Radar Dome to unlock heavier vehicle production.
- **4:00 Jev Router**: Still very early economy with just 1 harvester and $0 cash, so everything will trickle. Need to keep queues full and ramp economy: more harvesters, power, and a tank core before pushing west. 3 idle riflemen can guard the base entrances.
- **4:08 GPT-6 Luna**: The Radar Dome is already in progress, and we have no combat units to defend or scout with. Queue rocket infantry and send new arrivals toward the likely enemy start; keep the War Factory ready for tanks once they become available.
- **4:08 Jev Router**: Power plant is ready and cash is $0, so I mainly need to place the powr to unblock the building queue (fix next) and keep the harvester mining. Queues are already stocked with harv/e1/e3, so no new spending possible yet.
- **4:16 GPT-6 Luna**: The base is stable but cash is exhausted, so the two harvesters need time to refill the bank. I’ll send the lone rocket soldier east to scout toward the likely enemy start while the Radar Dome and infantry production continue.
- **4:16 Jev Router**: Cash is $0 so everything is stalled; only income matters right now. My lone harvester must keep mining to fund the vehicle queue (harv at 70%). Base defenses are adequate for now, so I'll focus on economy and keep production queued.
- **4:24 GPT-6 Luna**: The Radar Dome is still under construction and cash is exhausted, so avoid adding costly projects. Keep the existing rocket soldiers scouting east and set production rallies toward the likely enemy base while the harvesters replenish funds.
- **4:24 Jev Router**: Cash is completely dry at $0, so all production queues are stalled. Only one harvester is mining; I need to get income flowing before anything else finishes. No enemies visible, base is safe for now.
- **4:32 GPT-6 Luna**: The Dome is nearly complete, and income is temporarily exhausted despite ore in storage. Keep Rocket Soldiers scouting toward the likely enemy base while both harvesters mine; once the Dome is placed, prioritize a Service Depot to unlock heavier armor.
- **4:32 Jev Router**: Economy is stalled at $0 with a huge infantry backlog draining any ore income. Priority is harvesters and refineries, so I'll cancel the cheap rifle infantry queue, keep the rocket soldiers and harvester production, and push the harvester back to mining while the fix (Service Depot) and refinery finish.
- **4:40 GPT-6 Luna**: Place the ready Radar Dome, then queue a Service Depot to unlock heavy tanks. Keep Rocket Soldiers training and send the scattered squad east toward the likely enemy base to scout and engage.
- **4:40 Jev Router**: Cash is 0 so everything is stalled; top priority is getting the first harvester (85%) and second one out, plus finishing the Service Depot. Enemy is west (12,16) and hasn't shown up. Cancel the out-of-date e1 backlog and keep e3 production. Let the current building queue (fix -> proc -> powr) run.
- **4:48 GPT-6 Luna**: The enemy base is still unlocated, and my five rocket soldiers are spread out along the eastern route. Keep them scouting and fighting toward the likely enemy start while the Service Depot finishes; the two harvesters should keep bringing in ore.
- **4:48 Jev Router**: Economy is stalled at $0 with a single harvester; the queued harvester at 85% and a fix depot are my near-term priorities. Power is fine and no enemies are visible, so I'll keep mining and avoid draining cash on excess infantry.
- **4:56 GPT-6 Luna**: The Service Depot is still building and cash is temporarily exhausted, so I’ll keep both harvesters mining and consolidate the scattered rocket soldiers toward the likely enemy base. Once the depot finishes and ore comes in, prioritize armor and keep production running.
- **4:56 Jev Router**: Economy is starved (cash $0, 1 harvester). Everything is cash-gated. Priority is to get the harvester mining and free up cash by cancelling excess queued infantry, so the harv/fix/proc can actually build. Keep the few units on defend near base.
- **5:04 GPT-6 Luna**: The Service Depot is nearly complete, but there is no spendable cash yet. Send the scattered rocket soldiers toward the likely enemy start and let the harvesters keep mining while funds accumulate.
- **5:04 Jev Router**: Cash is 0 and too much infantry is queued, draining income. Cancel excess infantry queues to free cash for the Service Depot and harvesters, and get both harvesters mining to fix the economy. Since the enemy attacked (we lost units/buildings) and is west, keep defense near base.
- **5:12 GPT-6 Luna**: Place the ready Service Depot, then regroup the scattered rocket soldiers and push toward the likely enemy start. Cash is empty, so preserve the economy while ore is processed and resume production when funds arrive.
- **5:12 Jev Router**: Cash-strapped at $0 with 2 harvesters mining; multiple queues are full of low-priority infantry/rocket soldiers draining future income. I'll keep harvesters mining, set rally points, and trim excess queues so the Service Depot and a second harvester complete faster.
- **5:20 GPT-6 Luna**: The five rocket soldiers are scattered along the route to the suspected enemy base; send them together toward it to regroup and keep advancing. Both harvesters should keep mining, and I’ll queue heavy tanks with the War Factory rally point set toward the enemy.
- **5:20 Jev Router**: Economy is starved (cash $0) but two harvesters are mining; queues are already full (fix/proc/powr, 2 harv, many e3). I'll keep all production running, set rally points to a forward staging spot, and send my small infantry group west to scout toward the likely enemy base while leaving the Tesla/Flame defense guarding home.
- **5:28 GPT-6 Luna**: The four rocket soldiers are spread along the approach to the likely enemy base; regroup them with an attack-move toward the enemy start. Three heavy tanks are already queued, so keep that production running and send both harvesters back to mining.
- **5:28 Jev Router**: Cash is tight, waiting for harvesters to dump ore. Service Depot (fix) will unlock Heavy Tanks once finished. Scouting forward with our infantry to find enemy base.
- **5:36 GPT-6 Luna**: The economy is temporarily cash-starved, but three heavy tanks are already queued and power is sufficient. Send the separated rocket soldiers toward the likely enemy base and rally new tanks in the same direction.
- **5:36 Jev Router**: Cash is at $0 so all production is stalled waiting for ore; two harvesters are the lifeline. Keep them mining, push my infantry scout group west toward the enemy start, and set rally points so reinforcements gather forward.
- **5:44 GPT-6 Luna**: The enemy base is still unlocated, and our only combat unit is a lone rocket soldier near the likely start. Keep it scouting cautiously while the three queued heavy tanks finish; ensure both harvesters keep mining.
- **5:44 Jev Router**: Cash is $0 so production is gated by income; harvesters are mining so keep them at it. Fix is 55% in the building queue — once done I can pump Heavy Tanks. I'll push the idle infantry group west to kill the enemy rocket soldier and probe toward the enemy base at (12,16).
- **5:52 GPT-6 Luna**: Cash is depleted, but ore is stored and two heavy tanks are already queued. Keep the lone tank advancing cautiously while the rocket soldier scouts the likely enemy base for buildings and defenses.
- **5:52 Jev Router**: I'm at $0 with only 2 harvesters and heavy building spend (2x powr + proc queued). Priority is finishing the Service Depot so the War Factory can pump Heavy Tanks, and getting ore flowing. Army group of 5 infantry should regroup with the idle rocket soldier and probe west toward the enemy start (12,16), but not overcommit.
- **6:00 GPT-6 Luna**: The enemy base is still unseen, and our forward rocket is too exposed to attack alone. Keep tank production queued, pull the scout back toward the approaching tank, and keep both harvesters mining while ore converts to cash.
- **6:00 Jev Router**: Economy is thin ($0, 2 harvesters) and my fix is nearly done. Enemy rocket soldier is scouting near my base at (90,12), so I'll swat it with my idle units while continuing economy builds and repairs.
- **6:08 GPT-6 Luna**: The economy is temporarily cash-starved, but two harvesters are working and a long Heavy Tank queue is already running. Send the lone tank to scout and advance cautiously toward the enemy start; rally new tanks in the same direction so they can regroup before engaging.
- **6:08 Jev Router**: Fix is finishing up, followed by a refinery and power plant. Regrouping infantry and pushing west toward the mid-map while waiting for harvester dumps to fund heavy tanks.
- **6:16 GPT-6 Luna**: The Heavy Tank production queue is already stocked, and the economy has no spendable cash yet. Send both tanks toward the likely enemy start while adding power capacity for continued production.
- **6:16 Jev Router**: Cash is $0 with both queues queued up, so I just need harvesters mining and my infantry scout/attack group pushing west toward the likely enemy base at (12,16). Service depot nearly done.
- **6:24 GPT-6 Luna**: Place the ready power plant to preserve the power surplus. Keep the two heavy tanks pushing toward the likely enemy base, while the queued tanks wait for ore income.
- **6:24 Jev Router**: Cash is at $0 so I must let economy recover; the fix is nearly done and harvesters queued will help. My infantry group is already pushing west toward the likely enemy start at (12,16), so I'll keep them advancing and set a forward rally for new units. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:32 GPT-6 Luna**: Pull the nearly destroyed heavy tank back to the Service Depot; send the healthier tank to engage the nearby infantry and rocket soldiers. Keep both harvesters mining while the queued heavy tanks continue production.
- **6:32 Jev Router**: Cash is $0 so everything is stalled; must get harvesters working and place the ready Service Depot. My forward group should finish off the 8% hp enemy tank. Then push to scout enemy base while rebuilding economy.
- **6:40 GPT-6 Luna**: The assault force is depleted, but a Heavy Tank is advancing and six more are queued. Push the surviving tank toward the last enemy contact while keeping both harvesters mining to fund production.
- **6:40 Jev Router**: Cash is $0 so economy is the bottleneck — harvesters are working. Place the ready Service Depot, keep queues fed as cash trickles in, and push the idle army west toward the enemy base to scout and raid.
- **6:48 GPT-6 Luna**: The forward heavy tank is badly outnumbered by enemy infantry and rocket soldiers, so pull it back before it is lost. Keep the tank queue running while the harvesters rebuild our cash; hold the other tank near base rather than feeding it into the same fight.
- **6:48 Jev Router**: Economy is stalled (0 cash, LOW POWER) and the building queue already has power/procs going. Main job: get harvesters mining and push the western army group onto the enemy 3tnk and toward the enemy base at (12,16). (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:56 GPT-6 Luna**: Cash is exhausted and the forward force is badly depleted. Pull the damaged tank back to the Service Depot for repairs, while the healthier tank scouts toward the likely enemy base; leave the queued Heavy Tanks producing as ore comes in.
- **6:56 Jev Router**: Cash is $0, so everything hinges on harvesting — get all three harvesters mining immediately. Power is low and slowing production; the queued power plant must finish. Meanwhile push the idle infantry west toward the enemy start (12,16) to keep pressure and scout.
- **7:04 GPT-6 Luna**: Cash is depleted, so let the two harvesters keep mining while the existing Heavy Tank queue continues. Retreat the damaged tank to the Service Depot and send the healthier tank forward to engage the visible infantry cautiously.
- **7:04 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:12 GPT-6 Luna**: Cash is depleted, so keep the existing Heavy Tank production queue running and ensure both harvesters continue mining. Pull the badly damaged tank back to the Service Depot while the other tanks advance toward the likely enemy base.
- **7:12 Jev Router**: Cash is $0 and power is low, but I can't build without money, so focus on the fight. Enemy heavy tank at (44,25) is damaged; mass my western infantry (rockets + rifles) and attack_move it, and bring the idle rifle at (79,20) over too. Harvesters keep mining.
- **7:20 GPT-6 Luna**: The two forward tanks are outnumbered by enemy infantry and rocket soldiers, so pull the badly damaged tank back and have the other two engage cautiously while reinforcements build. Keep the tank queue running and repair the retreating tank at the depot.
- **7:20 Jev Router**: Low power is crippling production and we have almost no cash, so prioritize a power plant while our western group finishes the enemy Heavy Tank. Keep harvesters mining and send the idle rocket soldier toward the fight.
- **7:28 GPT-6 Luna**: The forward Heavy Tank is outnumbered by infantry and exposed to rocket soldiers, so pull it back rather than risk another loss. Send the damaged tank to the Service Depot area; keep the queued tanks coming as ore is collected.
- **7:28 Jev Router**: Focus fire on the enemy 3tnk#201 with our western infantry group. Cancel the slow proc so powr finishes immediately to solve low power, and repair our damaged refinery.
- **7:36 GPT-6 Luna**: The two surviving Heavy Tanks are badly damaged and facing a cluster of rocket infantry, so disengage them toward the Service Depot rather than risk losing them. Keep the four-tank production queue running; the husk cannot fight.
- **7:36 Jev Router**: Low power is crippling production; cancel the half-built refinery, restore power with cheap plants, and keep the western infantry group pushing toward the enemy base at (12,16). (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:44 GPT-6 Luna**: Cash is exhausted, so the queued Heavy Tanks can continue as ore comes in. Pull the two damaged tanks back to the Service Depot and send the healthy tank east to scout and engage toward the enemy start.
- **7:44 Jev Router**: Low power is slowing everything, so keep the power plant going. Army is pushing west toward the likely enemy base at (12,16); keep pressure with rocket soldiers while harvesters rebuild cash. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:52 GPT-6 Luna**: Cash is exhausted and all three Heavy Tanks are badly damaged, with enemy rocket infantry nearby. Pull the tanks back to the Service Depot to preserve them while the harvesters rebuild income; leave the queued tank production running.
- **7:52 Jev Router**: Low power is crippling production; I have a powr at 73% and will keep it going, plus queue another. Army of 9 is west attacking an enemy tank at (25,20) - finish it and push toward the likely enemy base at (12,16). Cash is low but ore is coming in.
- **8:00 GPT-6 Luna**: Cash is nearly exhausted, and all three Heavy Tanks are badly damaged with enemy infantry nearby. Pull them back to the Service Depot to recover while the queued tanks finish and the harvesters rebuild our funds.
- **8:00 Jev Router**: Place the ready power plant to fix low power, repair the damaged refinery, and attack-move the forward strike force into the enemy base at (12,16). Cancel extra harvester in queue and switch war factory to Heavy Tanks.
- **8:08 GPT-6 Luna**: My three Heavy Tanks are critically damaged, so I’m pulling them back to the Service Depot rather than risking them against nearby infantry and rockets. Send the exposed harvester back to mining; the tank queue is already producing reinforcements.
- **8:08 Jev Router**: Enemy base found at (12,16) with 6 buildings. My forward infantry is at their doorstep but bloodied. I have 4 harvesters and little cash, so I'll consolidate my scattered army and push the enemy base while placing the ready power plant.
- **8:16 GPT-6 Luna**: Three Heavy Tanks are critically damaged, so pull them into the Service Depot area for repairs. Send the healthier tank after the nearby rocket soldiers while keeping both harvesters mining; cash is too low to start anything new yet.
- **8:16 Jev Router**: Cash is drained ($0) which is fine, but our push stalled at the enemy base with several nearly-dead infantry. I'll place the ready power plant, repair the damaged refinery, and push the whole army onto the enemy base while keeping tank production going.
- **8:24 GPT-6 Luna**: Enemy infantry and rocket soldiers are threatening the base. Keep the three badly damaged tanks beside the Service Depot to recover, while the healthier tank focuses the nearby rocket soldier; the Heavy Tank queue can continue as ore is collected.
- **8:24 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **8:32 GPT-6 Luna**: The three surviving Heavy Tanks are critically damaged and exposed to enemy rocket soldiers, so pull them into the Service Depot area to repair rather than risk a fight. Tank production is already queued; send both harvesters back to work and leave the base defense intact.
- **8:32 Jev Router**: Cash is $0 so production is stalled; place the ready power plant, repair the damaged refinery, and push the idle infantry already near the enemy base to keep pressure while vehicles finish.
- **8:40 GPT-6 Luna**: The three surviving Heavy Tanks are critically damaged and exposed to enemy rockets, so pull them back to the Service Depot for repairs. Cash is exhausted; leave tank production queued and let both harvesters continue mining.
- **8:40 Jev Router**: Our units are scattered near the enemy base already engaging; consolidate them to push into the enemy base at (12,16) to finish it off. Keep production running since we have queued items, no need for new builds given low cash.
- **8:48 GPT-6 Luna**: My three Heavy Tanks are badly damaged and outnumbered by nearby rocket infantry, so I’ll pull them onto the Service Depot area rather than risk an attack. Cash is empty, so keep mining and let the queued tank production continue.
- **8:48 Jev Router**: Economy is dry ($0) so nothing new can be produced this turn. Several units are already at the enemy base and the last attack_move is pushing the rest in. Focus: finish the enemy fact/proc/dome at (12,16) to end the game, and pull the exposed harvester #209 back to mining. (error: ReadError: )
- **8:56 GPT-6 Luna**: Cash is exhausted and three Heavy Tanks are badly damaged, so preserve them at the Service Depot while the harvesters replenish funds. Keep the healthier tank engaged with the nearby enemy infantry to protect the base and harvesters.
- **8:56 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:04 GPT-6 Luna**: Four enemy infantry, including three rocket soldiers, are threatening the base; avoid a costly tank fight while our three tanks are badly damaged. Pull the whole tank group back to the Service Depot for repairs and keep both harvesters mining to restart our stalled economy.
- **9:04 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:12 GPT-6 Luna**: Four Heavy Tanks are badly damaged, while enemy rocket infantry are close to the base. Keep the tanks near the Service Depot for repairs and focus fire the nearby rocket soldiers; send both harvesters back to work to restart income.
- **9:12 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:20 GPT-6 Luna**: My four heavy tanks are critically damaged, and enemy rocket soldiers are close enough to threaten them. Keep the tanks by the Service Depot to recover, while ensuring both harvesters continue mining so tank production can resume.
- **9:20 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:28 GPT-6 Luna**: Four Heavy Tanks are critically damaged, so keep them beside the Service Depot to repair rather than engage the nearby rocket infantry. Cash is exhausted; send both harvesters mining and repair the damaged War Factory so production can resume when income arrives.
- **9:28 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:36 GPT-6 Luna**: Our five heavy tanks are critically damaged and outmatched by the nearby enemy tank and rocket infantry, so pull them back toward the Service Depot instead of engaging. Keep both harvesters mining and repair the nearly destroyed War Factory so production can resume when funds arrive.
- **9:36 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:44 GPT-6 Luna**: Our five heavy tanks are critically damaged, and the enemy tank and rocket infantry are pressing close to the base. Fall back toward the Service Depot and focus fire on their tank to protect the base while the harvesters keep mining.
- **9:44 Jev Router**: Enemy base is identified at (12,16) and their tanks are all heavily damaged (10-36% hp). We have a decent strike group already at (11-16,16-19). Time to commit everything to the enemy base while their armor is weak, and place our ready power plant for free.
- **9:52 GPT-6 Luna**: The five heavy tanks are critically damaged and exposed to enemy rocket soldiers near the base. Focus fire on the weakest rocket soldier, then pull the tanks back to the Service Depot to repair; keep both harvesters mining.
- **9:52 Jev Router**: Enemy base at (12,16) is badly damaged (fact 57%, dome 44%) and their tank force is nearly wiped (only one 25% heavy tank visible). Push all_army onto their construction yard to finish the game; keep harvesters working and stage new units forward.
- **10:00 GPT-6 Luna**: The five heavy tanks are critically damaged and enemy rocket soldiers are close, so avoid an advance and regroup at the Service Depot. Repair the Construction Yard if funds allow, and keep both harvesters mining.
- **10:00 Jev Router**: Enemy base is crumbling with fact at 37% and dome at 16%, no enemy units remain. Directing frontline units to focus-fire their Construction Yard #121 and rallying all reinforcements straight into their base.
- **10:08 GPT-6 Luna**: The base is under immediate pressure, and all five heavy tanks are badly damaged. Keep them close to the Service Depot to recover while repairing the nearly destroyed Construction Yard and Radar Dome; avoid advancing into the enemy rocket soldiers.
- **10:08 Jev Router**: Enemy base is nearly dead (fact #121 at 2%, dome #177 at 15%). Push all reachable units onto the fact then the dome to secure the win. Economy is starved ($0) but harvesters are active, so just keep tank production queued.
- **10:16 GPT-6 Luna**: The five heavy tanks are critically damaged, and enemy rocket soldiers are close enough to threaten them. Pull the tanks onto the Service Depot to recover if possible, while sending both harvesters back to mining; avoid a push toward the enemy base for now.
- **10:16 Jev Router**: We destroyed the visible target buildings at (12, 16) and no visible enemy buildings remain in our immediate sight. We need to search around the enemy base perimeter (10-25, 10-30) to eliminate any remaining buildings or units.
- **10:24 GPT-6 Luna**: My four Heavy Tanks are critically damaged and exposed to enemy rocket infantry, so I’m pulling them onto the Service Depot to repair rather than fighting. Repair the damaged economy and depot buildings; keep both harvesters mining if they can do so safely.
- **10:24 Jev Router**: Enemy main base appears leveled; I need to sweep the enemy start area for straggler buildings/harvesters while keeping economy running (cash is $0, only harvesters will fix that). Rally scattered eastern units back toward the enemy base and send all harvesters mining.
- **10:32 GPT-6 Luna**: The enemy infantry and rockets are already at the base, but all four Heavy Tanks are badly damaged. Focus their fire to eliminate the weakest nearby rocket soldier, while getting both harvesters back to mining and repairing the damaged Refinery.
- **10:32 Jev Router**: Enemy base is mostly wiped; only a damaged enemy Heavy Tank and a husk remain visible near (8-9,21). My eastern units should converge west while the group near the enemy base finishes off the straggler and sweeps for remaining buildings. Cash is $0 so no production possible; repair damaged buildings instead.
- **10:40 GPT-6 Luna**: The base is exposed to enemy infantry and rocket soldiers, while our only usable combat unit is a critically damaged heavy tank. Income is stalled with no refinery, so sell a power plant for emergency cash and focus the tank on the nearby rocket troops.
- **10:40 Jev Router**: Enemy base at (12,16) is destroyed but a damaged enemy tank and husks remain near (8,20); the game isn't over, so there are likely surviving enemy buildings in the fog. Cash is nearly zero so production is stalled — I'll push the whole army west to finish off the leftovers and scout for remaining buildings while harvesters keep mining.
- **10:48 GPT-6 Luna**: The refinery and construction capability are gone, so rebuilding the economy is not currently possible. I’ll use the remaining cash for infantry and send the available troops toward the likely enemy start to scout and pressure it.
- **10:48 Jev Router**: Enemy main base appears destroyed; only wrecks remain at the old battle site. I have a solid economy but $0 cash so production is stalled. I'll consolidate my scattered combat units and sweep toward the destroyed enemy start to hunt any surviving enemy units/buildings, and keep harvesters mining.
- **10:56 GPT-6 Luna**: The base is nearly lost: the Construction Yard and refinery are gone, and the remaining tanks are husks. Use the surviving rifleman to engage the exposed enemy rocket soldiers while sending both harvesters back to mine for cash.
- **10:56 Jev Router**: Enemy is nearly dead (7 buildings killed already); only 2 buildings visible near (10-13). Cash is $0 so production is stalled — focus on finishing the enemy with existing troops while harvesters keep mining. Repair damaged key buildings.
- **11:04 GPT-6 Luna**: The base is nearly lost: there is no Construction Yard or refinery, and an enemy heavy tank and rocket soldier are at the barracks. Keep the harvesters mining, repair the barracks if possible, and have the rifleman engage the nearby threat.
- **11:04 Jev Router**: Cash is $0 so all production is stalled waiting for ore; focus on finishing the enemy's forward base. My two tanks and several rocket soldiers are already near the enemy start (12,13) — push them in to destroy the barr and powr, and funnel the remaining scattered soldiers toward the enemy base.
- **11:12 GPT-6 Luna**: The base is nearly wiped out: only a power plant and two harvesters remain, with no Construction Yard or usable production. Keep the harvesters mining and pull the lone rifleman away from the enemy tank rather than sacrifice it in a hopeless fight.
- **11:12 Jev Router**: Enemy forward base is nearly broken (barr #133 already destroyed last turn, only powr #167 and a lone e1 left around (10,13)). Cash is $0 so production is stalled - keep harvesters mining and push the remaining scattered units to finish the enemy base. Consolidate the spread-out e3s into one strike force.
- **11:20 GPT-6 Luna**: There is no functioning production or economy, and the enemy heavy tank is already beside the base. Send the infantry against it while pulling both harvesters away to preserve what assets remain.
- **11:20 Jev Router**: Cash is zero so economy/production is stalled; harvesters must be idle. Enemy base is nearly destroyed (only a damaged powr and one e1 left visible). I'll place the ready silo, put all harvesters back to mining, repair key buildings, and push my army west to finish the enemy.
- **11:28 GPT-6 Luna**: The base is effectively overrun: enemy heavy tanks and rocket infantry are at the Construction Yard, and our only building is nearly destroyed. Preserve the harvesters and use the rifleman to distract the closest rocket infantry; there is no cash or production capacity to rebuild.
- **11:28 Jev Router**: Enemy base is nearly dead (power plant at 4% hp, harvester at 26%). Push everything west onto the enemy to finish them off, while harvesters keep income flowing.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g2.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
