---
title: "GPT-6 Luna vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-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-gpt6luna-g4

# GPT-6 Luna vs Jev Router

Jev Router destroyed the enemy base after 9.3 game-minutes · 16.9 min wall clock

Jetty run cda41ebc
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-gpt6luna-g4.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g4/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g4/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g4/validation_report.json)

LOSS england · west

GPT-6 Luna

openai/gpt-6-luna

Value destroyed$6,300Value lost$23,600
Units killed / lost19 / 35Buildings killed / lost1 / 10
Peak army$2,700Orders issued54
Decision turns (failed)70 (0)Mean latency3.3sModel cost$0.025

WIN germany · east

Jev Router

typesafe/jev-router

Value destroyed$22,200Value lost$4,900
Units killed / lost35 / 19Buildings killed / lost9 / 0
Peak army$9,550Orders issued80
Decision turns (failed)70 (13)Mean latency6.0sModel cost$0.128

## 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': '10/70'} |
| pass | code\_check | video-decodes | duration 95.2s |
| pass | code\_check | video-complete | video ends at tick 13974 of 13974 |
| pass | code\_check | limits-respected | ended after 16.9 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites final thoughts from both models explaining the decisive Jev Router push |
| pass | checklist | players-match-request | result.json shows Multi0=gpt6luna(openai/gpt-6-luna) and Multi1=jev(typesafe/jev-router) exactly as requested |
| pass | checklist | no-silent-outage | every decision tick in run.log has a latency entry; Jev Router had 10/70 failed turns (14%) flagged by llm-turns-valid check, no long silent gaps |

## 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 economy. The enemy is likely across the map near (12,16), so I’ll expand while preparing production.
- **0:00 Jev Router**: Standard opening: deploy MCV, start power, then refinery for economy. Enemy likely at (95,11), far east.
- **0:08 GPT-6 Luna**: The Construction Yard is deployed and the first power plant is underway. Place it near the base, then start the refinery as soon as the building queue is free.
- **0:08 Jev Router**: Just deployed and started the Power Plant. Nothing else to do until it finishes; I'll place it as soon as it's ready and then follow with a refinery.
- **0:16 GPT-6 Luna**: Deploy the MCV to establish the Construction Yard, then start the opening Power Plant. Once placed, prioritize a refinery for income.
- **0:16 Jev Router**: Construction Yard is up. Start power plant, then refinery for income. Keep queue busy.
- **0:24 GPT-6 Luna**: The Construction Yard is already deployed, and the first Power Plant is ready to place. Place it and immediately start an Ore Refinery to establish income.
- **0:24 Jev Router**: Opening turn: place the ready Power Plant near the Construction Yard, then queue the Ore Refinery to start income.
- **0:32 GPT-6 Luna**: Power is sufficient and the base is ready to expand. Start the refinery for income, then establish infantry and vehicle production before pushing toward the likely enemy base to the west.
- **0:32 Jev Router**: Economy first: My Construction Yard is up and a Power Plant is placed. Immediately start the Ore Refinery to get a harvester and income flowing, then Barracks for scouting/defense. Enemy likely far east at (95,11).
- **0:40 GPT-6 Luna**: The first refinery is already building, and power is ample for the opening. I’ll let it finish, then place it and start barracks production before expanding toward a War Factory.
- **0:40 Jev Router**: Opening is on track: fact + powr up, first refinery (proc) underway at 23%. Nothing ready to place and only one building queue, so I'll let proc finish, then queue barracks (tent) and a second powr before War Factory.
- **0:48 GPT-6 Luna**: The Ore Refinery is still building, so I can’t start another building until it’s ready and placed. I’ll place it next, then build a barracks and War Factory while keeping power sufficient.
- **0:48 Jev Router**: Opening is on track: Construction Yard and Power Plant up, Ore Refinery at 47% in the Building queue. Nothing can be queued until it finishes, so this turn is just waiting; I'll be ready to place the refinery and follow with barracks.
- **0:56 GPT-6 Luna**: The Ore Refinery is 70% complete, so let it finish; then place it and start a Barracks. Power is ample, and there are no units yet to scout the distant likely enemy start.
- **0:56 Jev Router**: Opener is on track: power plant done, refinery nearly complete. No harvesters yet (proc will spawn one). I'll queue the barracks so the build queue keeps flowing, then power and war factory.
- **1:04 GPT-6 Luna**: The Ore Refinery is nearly complete, so place it as soon as it becomes ready; then establish infantry production and expand the economy. There are no units to command yet.
- **1:04 Jev Router**: Opening is on track: powr done, proc at 94%, tent queued. Cash is $3375 so I should keep the building queue busy and get economy running. Need to place proc as soon as ready, then queue weap after tent for tanks.
- **1:12 GPT-6 Luna**: Place the ready refinery to start income, then begin a barracks. With no units to scout or defend yet, prioritize establishing production.
- **1:12 Jev Router**: Ore Refinery is ready to place, providing our first harvester. We will place it immediately and queue an Allied Barracks (tent) followed by War Factory (weap).
- **1:20 GPT-6 Luna**: The barracks is still under construction, so I’ll keep the harvester mining and continue the opening once the barracks is ready. The enemy is likely far west near (12,16), but I have no units to scout yet.
- **1:20 Jev Router**: Economy is running with one harvester and 3 buildings up. Tent almost ready. Start War Factory so I can pump tanks, and queue some infantry for scouting once barracks finishes.
- **1:28 GPT-6 Luna**: Place the ready Barracks and start infantry production while adding a second Refinery for another free harvester and stronger income. Keep the existing harvester mining; build a War Factory as soon as funds allow.
- **1:28 Jev Router**: Barracks is ready; place it and start pumping out riflemen to scout and defend. Keep the war factory coming and add a refinery soon for economy. Send a scout east toward the likely enemy base at (95,11).
- **1:36 GPT-6 Luna**: The second refinery is already building, and power is ample. Keep the barracks producing a small scouting force; once the refinery finishes, prioritize a War Factory and then tank production.
- **1:36 Jev Router**: Economy is running with $2543 banked; I need to place the ready power plant, keep infantry production going, and get eyes east toward the likely enemy base. Buildings are already queued (proc/weap/proc/tent), so focus on placing power and training a small mixed force.
- **1:44 GPT-6 Luna**: The second refinery is already building and power has plenty of headroom. Queue a War Factory next, and send the available rifleman west to scout toward the likely enemy start while the barracks finishes its queued infantry.
- **1:44 Jev Router**: Second refinery is under construction to boost economy, followed by War Factory. Sending our rifle infantry to scout towards the enemy base.
- **1:52 GPT-6 Luna**: The second refinery is still nearing completion, with the War Factory next in the building queue. Scout west toward the likely enemy start while the existing infantry queues finish; add power before expanding further if the new facilities strain supply.
- **1:52 Jev Router**: Base is developing well: proc at 46% with weap queued next. Keep the e1 scouting east toward the likely enemy start (95,11), send the idle harvester back to mining, and keep infantry production going.
- **2:00 GPT-6 Luna**: The second Refinery is nearly ready, and the War Factory is queued behind it. Secure the additional income, scout west toward the likely enemy base, and keep Rocket Soldiers coming until vehicle production is available.
- **2:00 Jev Router**: Economy is fine, power surplus, infantry queue busy. Keep the scout moving east and push the two rocket soldiers out to a forward rally so they can support the scout/incoming units. Keep harvesters mining and let the proc finish for a second harvester.
- **2:08 GPT-6 Luna**: Place the ready refinery to expand income, then let the queued War Factory finish. Send the scattered infantry west toward the likely enemy start to scout and engage while the production queues continue.
- **2:08 Jev Router**: Second Ore Refinery is nearly complete (94%) and War Factory is queued right after. Advancing scout e1 #137 further east toward enemy base (95,11) and grouping rocket soldiers at our forward perimeter.
- **2:16 GPT-6 Luna**: The second refinery is down and the War Factory is underway; power is sufficient, but cash is low. Keep the infantry queue working and push the scattered rocket soldiers and rifleman west to scout toward the likely enemy base.
- **2:16 Jev Router**: Refinery is ready to place — drop it near ore to boost income. Only $500 in the bank, so I'll keep it for the War Factory and let the barracks idle briefly. Continue scouting toward the enemy start (95,11) and keep my rocket squad massed.
- **2:24 GPT-6 Luna**: Cash is exhausted, but both refineries and the War Factory are in place. Keep the infantry moving west to scout and engage near the likely enemy start while production completes.
- **2:24 Jev Router**: Economy is thin but power is healthy; war factory is progressing and is the key to getting tanks. I'll keep the barracks busy with a rocket soldier and push my e3 squad toward mid-map to find the enemy while rifles guard the base.
- **2:32 GPT-6 Luna**: Our scouting force is already spread west toward the likely enemy start. Keep it advancing while shifting infantry production toward rocket soldiers for tank defense; the War Factory should finish when ore income restores cash.
- **2:32 Jev Router**: Cash is nearly empty ($45), so I just need to keep production running and let harvesters bring in ore. I'll continue the war factory build and send my idle infantry east to probe for the enemy base while keeping the e3s as escort.
- **2:40 GPT-6 Luna**: The army is already advancing west and no enemy forces or buildings are visible yet. Keep the combat units pushing toward the likely enemy start while the War Factory and queued rocket soldiers finish; preserve the harvesters at home.
- **2:40 Jev Router**: Economy is tight ($0 cash) but 2 harvesters are mining and power is fine. Building queue is full of war factories/refinery. I'll push my scouting squad further east toward the likely enemy base and keep light infantry production going to protect harvesters.
- **2:48 GPT-6 Luna**: Cash is depleted, so the best immediate move is to keep the advancing force pushing toward the likely enemy base and uncover it. The War Factory and first rocket squad are already in production; avoid drawing the harvesters into the fight.
- **2:48 Jev Router**: Cash is near zero so I can't train units right now; economy relies on my two harvesters. My 7-unit squad should keep pushing east to find the enemy base, and the idle rocket soldier near base should stay as defense. Let harvesters mine and let the War Factory finish.
- **2:56 GPT-6 Luna**: Cash is depleted, so let the second War Factory finish and avoid starting another building for now. Keep the western force advancing toward the likely enemy start; once the factory is placed, prioritize more tank production and add power as needed.
- **2:56 Jev Router**: Economy is starved ($0 cash, only 2 harvesters) while the war factory nears completion at 71%. The 7-unit squad pushed east and found nothing yet. I'll keep the squad advancing toward the likely enemy start (95,11), pull the badly damaged rifleman back, keep harvesters mining, and hold idle infantry as a forward screen.
- **3:04 GPT-6 Luna**: The western force is near three enemy rocket soldiers and should regroup and push toward the likely enemy base. Cash is empty, so let the War Factory finish and keep the harvesters mining; avoid starting anything that cannot be funded.
- **3:04 Jev Router**: War Factory nearly done at 88% but cash is $0 so I can't push much production. Push the eastern squad toward the enemy base while pulling the badly damaged rifleman back, and rally new infantry near the front.
- **3:12 GPT-6 Luna**: Cash is empty, but two refineries and harvesters should resume income soon. Keep the rocket soldiers advancing west toward the likely enemy base and let the War Factory finish; avoid starting another building until funds recover.
- **3:12 Jev Router**: War Factory is ready - place it immediately so I can start producing tanks. Economy is starved ($0 cash), so I'll keep queues fed and let ore accumulate. The eastern squad (~5 units at 58,28) will probe toward the enemy base at (95,11); idle infantry hold near home.
- **3:20 GPT-6 Luna**: The War Factory is nearly ready, but cash is exhausted and only one combat unit is available. Keep the existing rocket-soldier queues running and rally new infantry west to regroup before pushing toward the enemy.
- **3:20 Jev Router**: Economy is stalling at $0 with only 2 harvesters; power is fine. My eastern probe (5 units at ~67,26) can scout toward the enemy base at ~95,11. Retreat the nearly-dead rifleman. Can't afford new production this turn, so just keep the army active and set a rally point.
- **3:28 GPT-6 Luna**: The War Factory is nearly ready, but cash is depleted and only one combat unit is available. Place it, keep Rocket Soldiers queued, and cautiously scout west toward the last enemy sighting while harvesters rebuild funds.
- **3:28 Jev Router**: Economy is stalled at $0 with only 2 harvesters, so I can't afford new units — I'll keep scouting east toward the likely enemy base and pull the badly damaged rifleman home. Once ore comes in I'll resume war factory/tank production.
- **3:36 GPT-6 Luna**: Place the ready War Factory so vehicle production can begin once ore is delivered. Send the lone rocket soldier west to scout toward the likely enemy base, while leaving the harvesters to mine.
- **3:36 Jev Router**: Cancel redundant second War Factory to refund ~$960 into our empty treasury. Push our advanced scout force closer to the enemy base at (95,11) while pulling back damaged rocket soldier #145. Queue Light Tank and rocket soldiers once funds clear.
- **3:44 GPT-6 Luna**: Enemy infantry are dangerously close to the base, and low power is slowing production. Prioritize a Power Plant, keep the Rocket Soldier queue running, and rally new infantry to defend the base.
- **3:44 Jev Router**: Cash is drained at $0 so I must keep harvesters mining and avoid wasting money. Advanced group of 4 units is already at (88,11) near the enemy start (95,11) — push it in to reveal and harass while consolidating the second group. Damaged rocket soldier #145 should pull back toward base.
- **3:52 GPT-6 Luna**: Power is critically low and the power plant is already in progress, so let that finish rather than starting another building. Enemy infantry are close to the base; pull the exposed harvester back and keep the barracks rallying defensively while production resumes.
- **3:52 Jev Router**: No enemy seen and cash is $0, so economy is the bottleneck. Get both harvesters mining, keep the war factory building, and push the advanced squad toward the likely enemy base at (95,11) to find targets.
- **4:00 GPT-6 Luna**: Power is critically low, so let the in-progress plant finish. Enemy infantry are close to the base, but I have no combat units yet; keep the idle harvester mining and finish the queued rocket soldier.
- **4:00 Jev Router**: Cash is $0 so I can't build much this turn; focus on consolidating my scattered army and pushing toward the enemy base at (95,11). The forward squad is already near their base, so I'll reinforce it with the mid squad and idle rocket soldiers, and let production finish the war factory then refinery.
- **4:08 GPT-6 Luna**: Place the ready power plant immediately to restore production, then queue another plant if the remaining ore allows. Use the lone rocket soldier to engage the nearby enemy infantry while keeping both harvesters mining.
- **4:08 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **4:16 GPT-6 Luna**: Power plant is nearly complete, but there is no spendable cash yet. Use the two infantry to deal with the enemy infantry threatening the base while the harvesters keep mining.
- **4:16 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **4:24 GPT-6 Luna**: The power plant is nearly complete, but cash is depleted and the base is exposed to enemy infantry. Have our two infantry eliminate the nearby threat while the harvesters keep mining; resume production once income arrives.
- **4:24 Jev Router**: Cash is nearly zero so I can't start new buildings; harvesters are mining. My forward squad near (83-89,11) should finish off the enemy power plant at (93,11) and probe the enemy base, while I gather the mid squad and bring my tank/rocket units forward.
- **4:32 GPT-6 Luna**: Place the ready Power Plant to improve the severe power shortage. Our two infantry are badly outnumbered by enemy infantry near the base, so target the nearly destroyed enemy and pull the harvesters back to mining rather than advancing.
- **4:32 Jev Router**: We're ahead on score and the forward infantry group is sitting on the enemy base doorstep at (89-91,12). Cash is $0 so everything will build from incoming ore. Push the healthiest forward units onto the enemy power/factory while the second wave (tank + e3s) advances from the middle, and queue a third harvester for economy. Pull the near-dead e3 #145 back.
- **4:40 GPT-6 Luna**: Enemy infantry are already near the base, while I have no combat units and no cash on hand. Queue cheap infantry immediately, keep both harvesters mining, and rally reinforcements toward the threat.
- **4:40 Jev Router**: War Factory is ready to place — get it down immediately for vehicles. Economy is tight ($0) with 2 harvesters, so keep harv queued. Main push is near enemy base; press the attack on their fact and power.
- **4:48 GPT-6 Luna**: Enemy infantry are dangerously close to the base, while our only combat unit is outnumbered. Keep the queued infantry coming and have our rifleman engage the weakened enemy; leave the harvesters mining to restore cash for tanks and repairs.
- **4:48 Jev Router**: Our vanguard is engaging at the enemy base at (95,11) and has critically damaged powr #174. Push all forward units to finish off powr #174 and attack fact #121/tent #133, while reinforcing with 1tnk and rocket soldiers.
- **4:56 GPT-6 Luna**: Power is slightly low, so start another power plant immediately. Queue rocket soldiers to handle the nearby enemy infantry, and keep the riflemen together to defend the base while funds recover.
- **4:56 Jev Router**: My strike force (1tnk #177 and e3 #156) is already at the enemy base; more rocket soldiers are scattered along the route and should keep pushing forward. Cash is $0 with two refineries and 9 e3s in production, so I'll just advance everyone toward the enemy power plant/barracks area and set my war factories to rally units to the front.
- **5:04 GPT-6 Luna**: Power is critically low and the Power Plant is already under construction, so let it finish before starting another build. The enemy tank is close to home; keep the infantry defending the base and avoid sending them into a losing fight while the queued rocket soldiers complete.
- **5:04 Jev Router**: Our vanguard Light Tank and Rocket Soldiers are nearing the enemy base around (95,11), facing light enemy infantry. Reinforcements are streaming across the map while harvesters sustain vehicle and rocket soldier production.
- **5:12 GPT-6 Luna**: Power is nearly restored, but cash is currently tied up in stored ore and production. Keep the infantry focused on the nearby rocket soldier, and queue a tank as soon as funds permit; avoid exposing the harvesters to the enemy tank.
- **5:12 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:20 GPT-6 Luna**: Place the ready power plant to restore full power and keep the tank and rocket soldier queues running. The enemy tank is close to the base; send the rocket soldier after it while pulling the nearly destroyed rifleman back.
- **5:20 Jev Router**: We have forward units near the enemy base (95,11). Cash is $0 so production continues on its own; I'll press the attack on the exposed enemy Power Plant and infantry while retreating the badly-damaged infantry back toward base. Queues stay busy.
- **5:28 GPT-6 Luna**: The enemy is close to home, so keep the two rocket soldiers focused on its visible infantry while the Light Tank finishes. Preserve the harvesters and send newly produced armor west toward the enemy start once it rallies.
- **5:28 Jev Router**: We're broke ($0) with only 2 harvesters, so economy is the bottleneck. Get both harvesters mining, pull the low-HP squad back to safety, and regroup the two forward rocket soldiers instead of feeding them to the enemy alone. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:36 GPT-6 Luna**: Cash is depleted, so I can’t start production yet. Send the tank and rocket soldiers west toward the likely enemy start to scout and engage, while keeping the harvesters mining.
- **5:36 Jev Router**: Cash is $0 so all queues are stalled waiting on ore; focus on economy and keeping units alive. Pull the badly damaged e1/e3 back to base, regroup the forward e3s so they aren't picked off, and make sure both harvesters are mining. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:44 GPT-6 Luna**: Stored ore is nearly enough for another Refinery, while the two harvesters keep mining. Queue a Light Tank and keep the advancing force moving toward the likely enemy start.
- **5:44 Jev Router**: Cash is at $0 so nothing new can start until harvesters deliver ore. Retreat the two badly damaged units to base, keep harvesters mining, and hold the forward rocket squad together as a scouting group. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:52 GPT-6 Luna**: Our forward force has encountered two enemy rocket soldiers; advance west with attack-move to engage them and continue toward the likely enemy base. Keep the Light Tank production queue running and direct new units toward the front.
- **5:52 Jev Router**: Economy is stalled at $0 cash with ore not flowing. Both harvesters must return to mining immediately so queued production can resume. Forward rocket soldiers stay as a cautious scout; damaged infantry already retreating.
- **6:00 GPT-6 Luna**: The enemy base is still unlocated, likely near (12,16), and my two rocket soldiers are the only visible combat units. Keep the nearly finished tank production running and push the rockets west to scout; prioritize another refinery once income allows.
- **6:00 Jev Router**: Cash is $0, so nothing can complete until harvesters deliver ore. Consolidate idle units near the base as defense and keep harvesters mining. Enemy base is at (95,11); I need economy before attacking.
- **6:08 GPT-6 Luna**: Cash is depleted, so keep the economy working while the harvesters convert stored ore into spendable funds. Push the tank and rocket soldiers west to scout and pressure the enemy, and repair the damaged power plants when funds allow.
- **6:08 Jev Router**: Cash is 0 (fully spent), power is fine, 3 harvesters mining, queues are deeply stacked (proc+tent, 3x1tnk, 8x e3). No enemy push visible yet. Best play is to hold the base, protect harvesters, and let the queued tanks/rockets finish before attacking the known enemy base at (95,11).
- **6:16 GPT-6 Luna**: The tank queue is already running, but cash is depleted, so I’ll keep the harvesters mining and push the available combat units west toward the enemy start. The visible enemy infantry are near our advancing force; attack-move should engage them en route.
- **6:16 Jev Router**: We're broke ($0) with a proc almost done and queues full, so priority is securing ore income and consolidating. The stray rocket soldiers #178/#194 are damaged and far forward near the enemy e3 #190 — pull them home. Cancel the pointless second barracks queue and keep cheap production running.
- **6:24 GPT-6 Luna**: Keep the available combat units pushing toward the likely enemy start to reveal and pressure their base. The five-tank production queue is already active; conserve commands for the advance while cash recovers.
- **6:24 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:32 GPT-6 Luna**: The enemy base is still unspotted, but the westbound force is already advancing toward its likely start near (12,16). Keep the tank queue working and send all combat units west; set the War Factory rally point to reinforce that push.
- **6:32 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:40 GPT-6 Luna**: The four-unit force is close to the enemy and can focus down the visible, damaged rocket soldier. The refinery and tank queue are already running; keep new tanks rallying west and let the harvesters keep mining.
- **6:40 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:48 GPT-6 Luna**: Cash is exhausted while the second refinery is still building, so keep the existing tank production flowing and direct the healthier forward units toward the likely enemy start. Pull the critically damaged tank back rather than losing it; repair the weakened power plants when funds allow.
- **6:48 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:56 GPT-6 Luna**: The refinery is nearly complete and cash is depleted, so prioritize preserving the surviving force until income resumes. Pull the critically damaged tank back; send the healthier tanks toward the enemy and keep the rocket soldiers supporting them.
- **6:56 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:04 GPT-6 Luna**: The refinery is nearly complete, but cash is too low to start anything else. Pull the badly damaged tank and rocket soldier back; send the healthier tank west toward the enemy activity.
- **7:04 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:12 GPT-6 Luna**: #197 is critically damaged and should withdraw; #204 should engage the nearby rocket soldiers rather than push deeper alone. Cash is depleted, so keep the existing production queues running and avoid starting more construction.
- **7:12 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:20 GPT-6 Luna**: Cash is exhausted and the nearly completed tank cannot help at 13% health. Pull it back toward the base, sell the barracks to raise funds, and let the refinery and harvesters restore the economy before committing to an attack.
- **7:20 Jev Router**: Economy is strong (3 refineries, 4 harvesters, plenty of power) but cash is near zero, so I'll keep queues lightly loaded and add a Service Depot for repairs/medium tanks. No enemies visible; I'll push my idle army toward the enemy base while scouting.
- **7:28 GPT-6 Luna**: The enemy is likely west near (12,16), but my only healthy tank should scout cautiously; the other tank is critically damaged and should stay safe. Cash is nearly exhausted, so let the refinery finish and preserve the harvesters while tank production continues.
- **7:28 Jev Router**: Cash is at $0 so production is stalled and I can't afford new buildings this turn; harvesters are all mining so income is coming. Enemy still unseen at (95,11) with map only 33% explored, so I'll push my forward group east to scout and continue queued production.
- **7:36 GPT-6 Luna**: Place the ready Refinery to improve income; power is currently sufficient. Keep the badly damaged tank near the base and send the healthier force cautiously toward the enemy’s last known area while the queued tanks finish.
- **7:36 Jev Router**: Economy is tight at $0 but 4 harvesters are mining, so income will resume. My forward group is around (50,27) and needs to keep pushing east toward the enemy base at (95,11) to find and pressure it. Home is quiet with no visible enemies, so I'll keep the base guard idle-defending and let production continue.
- **7:44 GPT-6 Luna**: Cash is depleted, so keep the existing refinery and tank production working while the harvesters bring in ore. Pull the critically damaged tank back and push the healthier combat units west toward the enemy base, engaging the spotted defenders en route.
- **7:44 Jev Router**: Cash is at $0 so production is stalled on harvesters' income; keep queues running and push the forward armor+rocket group east toward the enemy base at ~(95,11). Enemy tank #220 at (67,24) is in the path so the attack_move will engage it. Harvesters stay mining and home guards hold.
- **7:52 GPT-6 Luna**: The forward force is badly outmatched by two healthy enemy tanks, so pull it back toward the base and preserve the critically damaged tank. Keep the Light Tank production queue running; with no cash, there are no new buildings or units to start this turn.
- **7:52 Jev Router**: Cash is $0 so no new production is possible; just keep attacking. Forward group of 3 light tanks + 5 rocket soldiers is pushing east toward the enemy cluster at (76,17). I'll direct them onto it and pull the idle tank and two rocket soldiers east to reinforce.
- **8:00 GPT-6 Luna**: Keep the critically damaged tank at home while the healthier tank and technicians advance cautiously toward the last known enemy tank position. Continue tank production, repair the weakened power plants, and save for a Service Depot.
- **8:00 Jev Router**: Cash is at $0 so no new spending possible; I have a strong forward group near the enemy's expected base (95,11). Push the tanks+rockets east to hit enemy units/buildings while keeping the wounded home guards back. Set war factory rally points forward so reinforcements join the fight.
- **8:08 GPT-6 Luna**: Three enemy tanks are threatening the base, while our only combat units are badly damaged and outnumbered. Pull the damaged tanks back toward the base, keep the healthy one with them, and queue reinforcements as ore converts to cash.
- **8:08 Jev Router**: We've penetrated the enemy perimeter at (91,12). Place the Service Depot to unlock Medium Tanks, focus down enemy tank #226 and power plants, and stream reinforcements forward.
- **8:16 GPT-6 Luna**: Enemy armor is threatening the base, and our two tanks are badly outnumbered; pull the damaged tank back and preserve the other near the base. Power is critically low, so start a Power Plant as soon as funds allow while the existing tank queue continues.
- **8:16 Jev Router**: Finish off the enemy low-health power plant #191 and attack their Refinery and ConYard. 2tnk Medium Tanks are now unlocked, so queue them up for heavy firepower.
- **8:24 GPT-6 Luna**: The enemy has a superior force right beside the base, and both of our tanks are badly outnumbered. Pull them back, keep the harvesters away from the fight, and repair the damaged refinery while the power plant finishes.
- **8:24 Jev Router**: My assault group is at the enemy base (91-92,13-16); enemy refinery #224 is at 25% so I'll focus it down then the ConYard. Cash is $0, so production runs on incoming ore; I'll rally new units to the front and keep pushing.
- **8:32 GPT-6 Luna**: Power is critically low, so let the nearly finished plant complete. The enemy is already at the base; focus both tanks on its damaged tank while pulling the nearly destroyed tank and vulnerable harvesters back toward safety.
- **8:32 Jev Router**: My assault group is in contact at the enemy base (~95,11). Focus fire to level the enemy Construction Yard #121, which ends resistance there. Cash is $0 so I just keep queues running and pull in my idle tanks/rockets from (73,17).
- **8:40 GPT-6 Luna**: The enemy force is at our doorstep and our tanks are badly outnumbered, so focus fire on the weakest enemy tank while restoring power. Place the ready plant and keep the harvesters mining; the existing tank queue can continue as funds arrive.
- **8:40 Jev Router**: Enemy Construction Yard #121 is at 21% — finish it with the assault force already at their base (1tnk #200/207/212/223/229 + e3 #203/206/210/211/213). Push the trailing e3 pair and the mid-map group toward the enemy base to reinforce, and bring the home reserve up. Economy is healthy (4 harvesters, 3 refineries); cash is spent so queues stay as-is.
- **8:48 GPT-6 Luna**: The enemy is pressing directly beside the base, while our two light tanks are outnumbered and one is badly damaged. Pull the damaged tank back, engage the nearby enemy tanks with the healthier one, and start restoring power so production can recover.
- **8:48 Jev Router**: Enemy ConYard appears destroyed. Forward tanks and rocket troops engage enemy tanks at (93,10), while units at (100,22) eliminate retreating harvesters. All reinforcements push into the enemy base area to wipe out remaining structures.
- **8:56 GPT-6 Luna**: Power is critically low and there is no Construction Yard available to build a replacement power plant. My only tank is nearly destroyed, so I’ll pull it away from the enemy and send the harvesters clear while the queued tanks continue production.
- **8:56 Jev Router**: Enemy base at ~(95,11) is collapsing — 8 buildings already destroyed and only a lone proc visible. I'll push my forward group onto it while sending the western reinforcements east. Cash is $0 so no new production; keep harvesters mining.
- **9:04 GPT-6 Luna**: The enemy has pushed into the base area, and our only combat tank is critically damaged, so preserve it rather than engage. Send the surviving harvester back to mining to generate cash; the empty husks cannot help defend or produce.
- **9:04 Jev Router**: Enemy base nearly wiped; only the proc #129 at (98,11) plus a nearly-dead 1tnk and a harv remain visible. I'll push my forward tank/rocket group onto the proc to finish the enemy base, and bring mid-map reinforcements up. Cash is $0 so production continues from existing queues as ore comes in.
- **9:12 GPT-6 Luna**: The base is under attack and I have no cash, power, Construction Yard, or combat units to turn this around immediately. Pull the damaged harvester away from the enemy tanks and leave the tank queue in place in case income resumes.
- **9:12 Jev Router**: We're ahead on score and the enemy base is nearly gone. Focus everything on the remaining enemy War Factory #171 at (97,8), finish the low-HP enemy harvester, pull badly damaged units back to heal, and keep the mid-game units flowing east. Cash is tight ($0) but queues are full, so no new spending needed.

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Source: https://evaljetty.com/openra/runs/r2-rr-jev-gpt6luna-g4.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
