---
title: "Jev Router vs Claude Sonnet 5 | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g1.html
description: "Claude Sonnet 5 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-sonnet5-g1

# Jev Router vs Claude Sonnet 5

Claude Sonnet 5 destroyed the enemy base after 6.9 game-minutes · 10.1 min wall clock

Jetty run 80bb2b04
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-sonnet5-g1.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g1/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g1/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g1/validation_report.json)

LOSS germany · west

Jev Router

typesafe/jev-router

Value destroyed$3,100Value lost$10,900
Units killed / lost7 / 19Buildings killed / lost0 / 5
Peak army$2,600Orders issued81
Decision turns (failed)52 (0)Mean latency5.1sModel cost$0.127

WIN germany · east

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$11,100Value lost$3,300
Units killed / lost21 / 9Buildings killed / lost5 / 0
Peak army$8,500Orders issued174
Decision turns (failed)52 (0)Mean latency3.9sModel cost$0.354

## 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 | sonnet5 won: base destroyed |
| pass | code\_check | decisions-logged | turns per slot: {'Multi0': 52, 'Multi1': 52} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/52', 'Multi1': '0/52'} |
| pass | code\_check | video-decodes | duration 71.3s |
| pass | code\_check | video-complete | video ends at tick 10398 of 10398 |
| pass | code\_check | limits-respected | ended after 10.1 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section explains Sonnet 5 victory via base destruction citing both players final thoughts |
| pass | checklist | players-match-request | result.json records jev=typesafe/jev-router and sonnet5=anthropic/claude-sonnet-5 as requested |
| pass | checklist | no-silent-outage | run.log shows continuous per-tick progress with 0 LLM failures on both sides across all 52 turns |

## Decision timeline

What each model saw as its situation and what it ordered, every 8 game-seconds. Click a turn to jump the video there.

## Decision timeline

Every 8 game-seconds each model received a text briefing and replied with its reasoning and commands. Time is game time.

- **0:00 Jev Router**: Standard Allied opening: deploy the MCV immediately, then start a power plant. Enemy is far west at ~(12,16); I'll expand east side of the map.
- **0:00 Claude Sonnet 5**: Deploy MCV to start base.
- **0:08 Jev Router**: Opening turn: MCV deployed, power plant started. Next I need the refinery for income, then barracks. Queuing the refinery now so it starts the moment power finishes.
- **0:08 Claude Sonnet 5**: Start economy: power plant then ore refinery, barracks, and war factory next turns.
- **0:16 Jev Router**: Construction Yard is up. Start power plant, then refinery; keep production queues busy.
- **0:16 Claude Sonnet 5**: Place power plant near base, then start ore refinery and continue economy build-up.
- **0:24 Jev Router**: Opening turn: place the ready Power Plant, then queue the Ore Refinery to get income going. Enemy is likely far west at (12,16), so I'll keep scouting later with a cheap unit once barracks is up.
- **0:24 Claude Sonnet 5**: Build ore refinery for economy, then barracks and power as needed.
- **0:32 Jev Router**: Opening: Construction Yard and Power Plant are up, all queues idle with $4700 banked. Priority is economy - start the Ore Refinery for the free harvester and income, then barracks into war factory.
- **0:32 Claude Sonnet 5**: Continue economy build-up: proc in progress, queue barracks next once affordable.
- **0:40 Jev Router**: Nothing actionable this turn: our only queue (Building) is busy with the Ore Refinery at 23%, we have no barracks/war factory yet, and no units to command. Cash is healthy, so no need to cancel anything.
- **0:40 Claude Sonnet 5**: Proc is building. Queue power and barracks next, keep economy growing.
- **0:48 Jev Router**: Refinery is halfway built (47%). Power is sufficient (100 made, 0 used; proc needs 30). Waiting for refinery completion to get our first harvester and unlock tent/weap.
- **0:48 Claude Sonnet 5**: Continue building economy: proc and powr in progress. Once ready, place them and queue barracks.
- **0:56 Jev Router**: Economy just started; proc is finishing in the build queue and there's nothing else to do for ~8s. Keep cash ready to drop the refinery and immediately start barracks then war factory.
- **0:56 Claude Sonnet 5**: Continue economy build: proc and powr are already in queue. Wait for them to complete, then place and continue with barracks.
- **1:04 Jev Router**: Refinery nearly done — place it to get the free harvester and income running, then start the barracks so I can begin infantry production and tech toward War Factory.
- **1:04 Claude Sonnet 5**: Place the ready proc, keep building power plant, then barracks. Standard opening.
- **1:12 Jev Router**: Place the completed Ore Refinery to get our first harvester and income running. Tent is currently building; once it finishes we will train infantry and build a War Factory.
- **1:12 Claude Sonnet 5**: Place power plant, start barracks and war factory to build economy and army.
- **1:20 Jev Router**: Economy is running with one refinery and a harvester. Tent is nearly done; next I want a War Factory for tanks, then more infantry. No enemy visible yet, so I'll keep the harvester mining and prepare to scout west.
- **1:20 Claude Sonnet 5**: Buildings are already queued (weap, tent). Let production continue; economy solid with $2680 cash. Will add another power plant and proc when possible.
- **1:28 Jev Router**: Barracks (tent) is ready to place. Get it down and start producing infantry while the War Factory builds. Cash is healthy at $2800, so I can afford units and a second refinery soon.
- **1:28 Claude Sonnet 5**: Weap and tent are already building. Keep economy going, queue more power and a second proc once funds allow. Let production continue.
- **1:36 Jev Router**: Weap is already building (16%), so the building queue is busy; I'll spend cash on infantry from the tent to start scouting/defending. Setting a westward rally to prepare for the push toward the enemy at (12,16).
- **1:36 Claude Sonnet 5**: Continue building economy and army production. Weap and tent are in progress, queue more power and second refinery once available.
- **1:44 Jev Router**: War factory is constructing. Scout with rifleman #135 westward toward the center and likely enemy base.
- **1:44 Claude Sonnet 5**: Continue economy buildup while production finishes. Queue more power and second refinery after current builds complete.
- **1:52 Jev Router**: Weap is nearly done; power and economy are stable with $1659 banked. Need to finish weap, then place it and start a second refinery. Send the idle rifleman west to scout for the enemy base while queueing more infantry.
- **1:52 Claude Sonnet 5**: Continue building economy: let weap, powr, tent finish. Queue more production once available.
- **2:00 Jev Router**: War Factory nearly done; keep the infantry queue busy with rocket soldiers and continue scouting west toward the likely enemy start. Save enough cash to place weap and then a second refinery.
- **2:00 Claude Sonnet 5**: War factory almost done, keep building economy and start training units once ready.
- **2:08 Jev Router**: War Factory nearly done, will place next turn and start tanks. Cash low so keep infantry production light while scouting west toward the suspected enemy base at (12,16).
- **2:08 Claude Sonnet 5**: Place war factory near base, continue building queue, keep training pipeline ready.
- **2:16 Jev Router**: War Factory is at 99%, so I'll place it as soon as it pops and keep scouting west. Cash is very low, so I'll let the existing infantry queues drain while the harvester mines.
- **2:16 Claude Sonnet 5**: Base is developing well already with proc/powr/tent queued. Keep building economy and start training units once possible.
- **2:24 Jev Router**: War Factory is ready but last place attempt failed (probably finished after the command). I'll place it now, queue more rocket soldiers, and keep the lone scout probing west toward the likely enemy base at (12,16). Cash is tight ($0), so I'll prioritize economy next.
- **2:24 Claude Sonnet 5**: Continue economy buildup, keep queues busy. Let proc/powr/tent finish, keep training harvester and start light tanks once weap free.
- **2:32 Jev Router**: Economy is the bottleneck: $0 cash, 1 harvester. War factory is up so I need a second refinery/harvester ASAP. Continue scouting west, keep infantry queues busy with cheap units.
- **2:32 Claude Sonnet 5**: Continue economy and army buildup. Keep producing tanks and infantry, build barracks and refinery.
- **2:40 Jev Router**: Very low on cash ($0), so production is throttled and harv build is slow. My economy is the bottleneck — I need the new refinery and harvesters online. Scout #135 is already far west; push it toward the enemy start to locate their base. Keep the base infantry as defense for now.
- **2:40 Claude Sonnet 5**: Continue building economy and army. Let production queues run; queue more tanks and start defense buildup.
- **2:48 Jev Router**: Economy is stalled at $0 with only one harvester, so I must keep mining and grow income. The infantry queue is over-stuffed; I'll leave it but focus vehicle production on harvester then tanks. Send a small scout group toward the enemy start to find their base.
- **2:48 Claude Sonnet 5**: Place the ready proc, keep building economy and army. Continue tank production and queue power/barracks.
- **2:56 Jev Router**: Cash is $0, so everything is bottlenecked on income. proc#2 and a harv are queued; I need to keep queues busy and scout the enemy start with my forward rifleman. Consolidate the base infantry as a defensive blob near the weapons factory.
- **2:56 Claude Sonnet 5**: Economy building fine, keep producing tanks and infantry, build more power/econ as needed.
- **3:04 Jev Router**: Proc #2 is building to give us a second refinery and free harvester; competing with harv production at $0 cash slows both down. Canceling the harv in vehicle queue frees income for proc and Light Tanks. Scout enemy base and ore patch with infantry.
- **3:04 Claude Sonnet 5**: Economy running well, keep building tanks and infrastructure. Continue queue, place tent when ready.
- **3:12 Jev Router**: Economy is starved at $0, so I can't afford new production. Keep proc #2 building, send my lone harvester back to mining, and use my forward rifleman to harass the enemy harvester while staging idle units near base.
- **3:12 Claude Sonnet 5**: Place the ready power plant, keep building tent and tanks. Continue economy growth.
- **3:20 Jev Router**: I'm at $0 cash with production stalled, but my harvester is mining and my building queue is finishing a second refinery. I have a sizable infantry army (5 rockets + 9 rifles) staged at ~(89,14); the enemy base is undefended (only a proc and weap visible), so I'll commit a full attack_move now to overwhelm it before they tech up. Also retreat my 42% scout.
- **3:20 Claude Sonnet 5**: Enemy infantry near base, my tank can handle it. Keep economy going, tents finishing, tanks queued. Continue expanding army toward attack force.
- **3:28 Jev Router**: Cash is at $0 so all production is stalled; only real income is harvester #133, so I'll make sure it's mining. My 13-unit infantry ball is massing around (80,14) — push it at the enemy base while I keep proc#2 going and line up more power. Queues are over-queued with infantry; nothing useful to cancel, so I'll just keep the essential builds moving.
- **3:28 Claude Sonnet 5**: Place tent, keep building tanks, economy solid with 2 procs. Continue training 1tnk queue and place barracks.
- **3:36 Jev Router**: Our strike team is advancing towards the enemy base at (12, 16). Cash is low waiting on harvester #133 to unload, with proc and harv #2 progressing in queues.
- **3:36 Claude Sonnet 5**: Too many 1tnk queued at once (23!). I should cancel excess and let production flow; also build a service depot for future medium tanks and keep economy growing. Keep training infantry too. For now, group idle tanks and hold.
- **3:44 Jev Router**: Cash is at $0 waiting on the refinery dump, so production will stall but I should keep queues busy. My 13-unit infantry group is already advancing west toward the enemy start (12,16); keep pressing while the harvester funds the second refinery and more rocket troops.
- **3:44 Claude Sonnet 5**: Economy solid with 2 procs, power surplus. Keep building tanks, cancel excess duplicate queue entries beyond a few, add power plant for future expansion.
- **3:52 Jev Router**: Low economy ($0, 1 harvester) so I must lean on my infantry push. Main force is grouped west around (53-58,28) and a trio of scouts is near the enemy base at (20,16). Push everything toward the enemy start (12,16) to find and hit the base while proc#2 and harv#2 come online.
- **3:52 Claude Sonnet 5**: Enemy infantry near my base at (20,16) - attack with tanks and infantry to clear them. Continue building army, keep production going.
- **4:00 Jev Router**: Army is pushing west toward enemy base at (12,16); enemy harvesters and light tanks are exposed near (17,16). Cash is $0 so production is stalled—focus on finishing procs and keeping troops attacking. Send the main group to wipe the enemy units and press the base.
- **4:00 Claude Sonnet 5**: Continue economy and army buildup. Clear nearby enemy infantry, keep producing tanks and infantry, wait for more tanks before pushing toward enemy base at (95,11).
- **4:08 Jev Router**: Strike force is crossing the mid-map around (35, 22) heading towards enemy base at (12, 16). Production of proc and harv continues to ramp our economy. Pushing the army forward to engage.
- **4:08 Claude Sonnet 5**: Continue building economy and army. Group idle tanks and infantry, keep production going, move toward staging point.
- **4:16 Jev Router**: Army is pushing toward the enemy base at (16,16) but I'm broke ($0). Keep the assault going with all combat units, keep the refinery and harvester production rolling, and send my lone harvester to mine.
- **4:16 Claude Sonnet 5**: Continue building economy and army. Keep training tanks and infantry, group idle units and start moving toward enemy once enough are ready.
- **4:24 Jev Router**: Cash is at $0 and only one harvester is mining, so economy is the bottleneck. My small infantry group is idle near (25,15) but the enemy base is at (12,16) - far west. I'll push them toward the enemy base while keeping construction running and harvesting.
- **4:24 Claude Sonnet 5**: Production is progressing well with 1tnk and e1 queued. Keep idle infantry moving toward main group, continue economy.
- **4:32 Jev Router**: Economy is starved at $0 with only 1 harvester — the proc finishing is critical for income. My 2 rocket soldiers are stranded forward near the enemy start; I'll push them to scout/harass while keeping all queues busy.
- **4:32 Claude Sonnet 5**: Place service depot, keep queue busy, gather infantry group and advance toward enemy while tanks build.
- **4:40 Jev Router**: Harvester and 2nd refinery are almost done, which will fix our economy. Harassing the visible enemy harvester with rocket soldier #136.
- **4:40 Claude Sonnet 5**: Economy solid, building tank army. Consolidate infantry group and send idle units to join main force moving toward enemy base. Keep production running.
- **4:48 Jev Router**: Economy is starving (0 cash, 1 harvester), so priority is getting the second proc and harvester finished. My rocket soldier #136 at 21% hp is nearly dead and should retreat; keep #177 back to guard the base rather than feeding it to the enemy.
- **4:48 Claude Sonnet 5**: Continue building tank army; place power plant; keep infantry moving toward rally point near enemy. Queue more production.
- **4:56 Jev Router**: Cash is at $0 with only 1 harvester, so economy is the priority. Proc is 62% done and harv 79% - keep mining and place the new refinery when ready. No combat needed yet; hold the rocket soldier near base.
- **4:56 Claude Sonnet 5**: Tanks and infantry still building. Continue mass production. Idle infantry near base should join the main force heading east. Once tank count reaches 8+, launch full attack toward enemy at (95,11).
- **5:04 Jev Router**: Cash is $0, so production is stalled waiting on income. The harvester (#133) is mining and the second harv (94%) and refinery (74%) will finish soon, boosting economy. Just keep the rocket soldier guarding the base and set rally points for future units.
- **5:04 Claude Sonnet 5**: Keep training tanks and infantry, consolidate scattered troops toward staging point near (55-63,26-28) before pushing to enemy base at (95,11).
- **5:12 Jev Router**: Economy is the bottleneck: $0 cash with two procs and two harvesters queued. Nothing ready to place, so I'll keep harvesters mining and idle units guarding while production continues.
- **5:12 Claude Sonnet 5**: Large infantry force gathered near (62,20). Consolidate all army and start moving toward enemy base at (95,11) while continuing tank production.
- **5:20 Jev Router**: Cash is $0 and all queues are already busy, so nothing new to start. Economy is thin (1 harvester), so I'll let the queued harv finish and set staging rally points for new units.
- **5:20 Claude Sonnet 5**: Large army built up, continue consolidating and pushing toward enemy base at (95,11). Keep production going for reinforcements.
- **5:28 Jev Router**: Cash is $0 with lots of queued production, so economy is the bottleneck. Get both harvesters mining and keep the queues full. Rocket soldier should guard the base entrance rather than wander.
- **5:28 Claude Sonnet 5**: Army is spread out; consolidate idle infantry and push toward enemy base at (95,11). Keep tank/infantry production running.
- **5:36 Jev Router**: Enemy rifle infantry are approaching my base from the west at (88,10) - my 2 rocket soldiers should intercept. Cash is $0 so I just keep queues running and harvesters mining. Once the new harvester and infantry pop I'll build up.
- **5:36 Claude Sonnet 5**: Army spread across map heading toward enemy base at (95,11). Consolidate infantry groups and push east, keep tank/infantry production going.
- **5:44 Jev Router**: Low power is crippling production and my power plant is at 29% HP. Enemy has a light tank plus 5 rifle infantry pushing my base from the west. I'll repair the power plant, throw my rocket soldiers at the tank, and keep production going.
- **5:44 Claude Sonnet 5**: Enemy base near (95,11) with weakened power plant. Push all forward infantry/tanks to converge and destroy it, keep production going.
- **5:52 Jev Router**: Base is under immediate attack by 2 Light Tanks and infantry. Harvester #194 is dangerously close at (93,12) and must retreat. Canceling Harvester production to prioritize tanks/power, moving Harvester #194 to safety, and repairing Construction Yard.
- **5:52 Claude Sonnet 5**: Army near enemy base, push attack on fact/tent. Keep production rolling and send idle units forward.
- **6:00 Jev Router**: Low power is crippling production (0/80) while ~15 enemy units push my base at (89-92,12). I need power up, defensive pillboxes, and my own units ASAP. Cash is tight so I'll lean on cheap infantry and one pillbox.
- **6:00 Claude Sonnet 5**: Enemy construction yard is down to 48% HP; push the infantry group near (89-90,9-12) to finish it off and hit the barracks next. Keep production rolling.
- **6:08 Jev Router**: We're in a bad spot: Construction Yard at 10% HP with a 19-unit enemy blob camped at (89-92,11) just west of our base, low power, and no cash. Not much I can do offensively this turn. Priority is to keep harvesters safe and mining to fund recovery, and keep production queues running so the ready power plant can be placed next turn.
- **6:08 Claude Sonnet 5**: Enemy construction yard is at 10% hp - finish it off now with the stack of infantry/tanks nearby. Keep training reinforcements.
- **6:16 Jev Router**: Enemy has a 17-unit blob (3 light tanks) right at my base entrance (91,11) and Fact is already gone; I'm on low power and broke. Priority: get power up, get both harvesters mining for cash, then rebuild a defense line and pump out tanks/rockets.
- **6:16 Claude Sonnet 5**: Enemy tent at 27% - push remaining forces to finish it off. Continue production.
- **6:24 Jev Router**: Critical emergency: Base is under direct attack by infantry and 3 light tanks with no ConYard left. Immediately repair Proc and War Factory, use Harvester #133 to crush the dense enemy infantry swarm, and keep War Factory producing Light Tanks.
- **6:24 Claude Sonnet 5**: Big army already near enemy base; push attack to destroy remaining buildings (proc, weap). Keep training reinforcements.
- **6:32 Jev Router**: No Construction Yard left, so only the War Factory matters. Cash is 0 with ore stored in refineries, so the priority is getting both harvesters mining again to restart income while the 1tnk finishes and buildings keep repairing.
- **6:32 Claude Sonnet 5**: Large force already at enemy base attacking their proc/weap. Push remaining stragglers in, keep production going, finish off enemy buildings.
- **6:40 Jev Router**: We have no Construction Yard, so no new buildings are possible — only vehicle production from the war factory. Six light tanks are already queued; I'll keep the queue full, pull the badly damaged harvester to safety near the refinery, and set a defensive rally so new tanks gather to protect the base from the enemy swarm at (91-95,7-14).
- **6:40 Claude Sonnet 5**: Big army near enemy base, keep pushing attack toward remaining buildings, continue production.
- **6:48 Jev Router**: Our War Factory was destroyed and we have only a damaged Refinery left with no production capability. We must repair the Refinery immediately, focus fire low HP enemy tank #174 with our Light Tank, and fight to the end.
- **6:48 Claude Sonnet 5**: Large army near enemy base already engaged. Push to destroy remaining proc and any other structures. Keep production going.

---
Source: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g1.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
