---
title: "Claude Sonnet 5 vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g4.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-g4

# Claude Sonnet 5 vs Jev Router

Claude Sonnet 5 destroyed the enemy base after 5.6 game-minutes · 8.5 min wall clock

Jetty run 55fe7dbc
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-rr-jev-sonnet5-g4.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g4/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g4/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g4/validation_report.json)

WIN ukraine · west

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$9,000Value lost$1,200
Units killed / lost10 / 6Buildings killed / lost5 / 0
Peak army$4,800Orders issued88
Decision turns (failed)42 (0)Mean latency4.2sModel cost$0.255

LOSS england · east

Jev Router

typesafe/jev-router

Value destroyed$1,200Value lost$9,000
Units killed / lost6 / 10Buildings killed / lost0 / 5
Peak army$2,400Orders issued58
Decision turns (failed)42 (0)Mean latency5.0sModel cost$0.099

## 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': 42, 'Multi1': 42} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/42', 'Multi1': '0/42'} |
| pass | code\_check | video-decodes | duration 57.8s |
| pass | code\_check | video-complete | video ends at tick 8362 of 8362 |
| pass | code\_check | limits-respected | ended after 8.5 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | Notes section cites final thoughts from both sonnet5 and jev and explains the infantry push that destroyed Jevs base |
| pass | checklist | players-match-request | result.json confirms Multi0=sonnet5 (Claude Sonnet 5) west and Multi1=jev (Jev Router) east as requested |
| pass | checklist | no-silent-outage | run.log shows uninterrupted 200-tick decision turns from tick 1 to 8201 with zero LLM failures in both slots |

## 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 Claude Sonnet 5**: Deploy MCV to start base construction, then queue power plant.
- **0:00 Jev Router**: Game start. Deploying MCV at start location and queuing the initial Power Plant.
- **0:08 Claude Sonnet 5**: Base setup underway. Continue economy build order once power plant finishes, then refinery and barracks.
- **0:08 Jev Router**: Early game, powr is already under construction. Nothing else can be queued until it finishes, so I'll just confirm the plan and wait for the next tick.
- **0:16 Claude Sonnet 5**: Construction yard already exists. Start economy with power plant then refinery.
- **0:16 Jev Router**: Only the Construction Yard exists so far; no power plant is actually queued. I'll start power now and continue the standard opening (powr -> proc -> barracks -> war factory). Nothing to scout with yet.
- **0:24 Claude Sonnet 5**: Place power plant, then queue ore refinery for economy.
- **0:24 Jev Router**: Power plant is ready to place. Deploy it near base, then queue the Ore Refinery for income.
- **0:32 Claude Sonnet 5**: Continue economy build: proc for income and harvester, then barracks.
- **0:32 Jev Router**: Opening phase: powr is placed and the building queue is now free, so my earlier proc order failed only because the queue was busy. Start the Ore Refinery to get income and a free harvester.
- **0:40 Claude Sonnet 5**: Proc is building. Wait for it, then place, then continue with barr and weap. Keep expanding economy.
- **0:40 Jev Router**: Refinery is currently at 23% progress. Waiting for it to complete so we can place it and get our first harvester rolling.
- **0:48 Claude Sonnet 5**: Continue economic buildup while proc is building. Queue barracks next.
- **0:48 Jev Router**: Building queue is busy with the refinery (47%). Nothing else actionable right now — I'll wait for it to finish, place it to get the free harvester, then queue barracks and war factory.
- **0:56 Claude Sonnet 5**: Proc and barr are building. Wait for proc to finish, then place it and continue with barr and weap.
- **0:56 Jev Router**: Opening is on track: Power Plant done, Ore Refinery at 70%. Nothing to place yet and only one building queue slot, so I'll just wait for the refinery to finish, then place it and start the barracks next turn.
- **1:04 Claude Sonnet 5**: Proc almost done, barr queued. Wait for proc to finish then place it near base, then continue with barr.
- **1:04 Jev Router**: Refinery is nearly finished (94%). Issuing placement for the refinery and queuing barracks (tent) to get infantry and unlock the War Factory quickly.
- **1:12 Claude Sonnet 5**: Place proc now to start economy, keep building barracks then power/weap.
- **1:12 Jev Router**: Power plant and Construction Yard are up; refinery is ready. Place it to start income, then get a War Factory going for tanks. Queue a few infantry for early scouting once barracks finishes.
- **1:20 Claude Sonnet 5**: Barracks building, keep queue busy: add power plant and war factory next, plan for tanks toward enemy at (95,11).
- **1:20 Jev Router**: Opening is progressing: barracks (tent) at 64%, economy running with one harvester. Power is ample. Need to finish barracks then War Factory, then add a second refinery and units. Enemy is far west; nothing to do militarily yet.
- **1:28 Claude Sonnet 5**: Place barracks, continue economy buildup with power and refinery, start training basic infantry.
- **1:28 Jev Router**: Barracks is ready; place it, start the War Factory, and train some infantry for early defense while the harvester keeps mining. Enemy likely at (12,16) far to the southwest.
- **1:36 Claude Sonnet 5**: Base is building proc/powr; keep economy growing and start training infantry while waiting on structures.
- **1:36 Jev Router**: Tent is up, War Factory is building. Queuing riflemen for scouting and early defense while saving cash for War Factory completion.
- **1:44 Claude Sonnet 5**: Keep building economy and start training infantry while proc/powr finish. Queue war factory next for tanks.
- **1:44 Jev Router**: War Factory is under construction and power headroom is sufficient. Sending our scout infantry towards the enemy base while infantry finishes training.
- **1:52 Claude Sonnet 5**: Economy is running, proc and weap underway. Keep building power to support and queue more units/production once weap finishes.
- **1:52 Jev Router**: Weap at 49% - keep producing. Scout west with the lone rifleman toward the likely enemy base at (12,16). Queue more infantry to build up an army.
- **2:00 Claude Sonnet 5**: Economy building continues, need more power and war factory for tanks. Group infantry to defend base for now.
- **2:00 Jev Router**: Weap is nearly done; economy is stable with good power. Keep infantry queue busy, continue scouting west toward suspected enemy base, and prepare to build a second refinery once the War Factory is placed.
- **2:08 Claude Sonnet 5**: Place proc, keep building econ, continue training rocket soldiers.
- **2:08 Jev Router**: War factory is almost done. Keep scouting west towards the enemy start with rifleman #136, consolidate rocket soldiers for base defense, and cancel excess infantry queue to conserve cash for a second refinery.
- **2:16 Claude Sonnet 5**: Place the ready power plant, keep building weap and second powr, continue training rocket soldiers. Group idle infantry for defense.
- **2:16 Jev Router**: War Factory is ready to place. Place it, start a second refinery for economy, keep infantry production going, and continue scouting the enemy start with my lone rifleman.
- **2:24 Claude Sonnet 5**: Economy solid, keep building weap and powr, continue training e3, then transition to tanks once weap ready.
- **2:24 Jev Router**: Weap is ready to place, cash is tight but placing is free. Kept income flowing by sending the harvester back to mining and continuing the scout toward the likely enemy base. Infantry queue stays busy producing rocket soldiers.
- **2:32 Claude Sonnet 5**: Economy solid with 2 refineries, weap and powr building. Keep training rocket soldiers and queue more infantry/defense while waiting for war factory to finish.
- **2:32 Jev Router**: Economy is starved ($0) with only one harvester; I'm reliant on the proc under construction. Keep queues full and pull my idle rocket soldiers back to cover the mining area near the harvester so I don't lose income.
- **2:40 Claude Sonnet 5**: Economy solid, war factory building. Queue service depot after, keep training rocket soldiers, hold army near base.
- **2:40 Jev Router**: Economy is stalled at $0 with everything queued but unpaid. Harvester #132 is on ore at (102,21) so income should start flowing. Nothing to spend yet; keep production queues full and hold the rocket squad near the harvester.
- **2:48 Claude Sonnet 5**: Building weap and powr; keep training rocket soldiers. Enemy infantry scout nearby, ignore for now. Queue fix after weap completes.
- **2:48 Jev Router**: Economy is stalled at $0 cash with 1 harvester, so I need to keep the refinery queue going and make sure my truck is mining. My 6 rocket soldiers are idle near base; I'll send them attack-moving toward the visible enemy base (15,15) to kill the enemy harvester/refinery while I build up. My damaged scout is already there.
- **2:56 Claude Sonnet 5**: Continue building economy and army. Keep training e3, queue fix after weap, and keep infantry grouped near base.
- **2:56 Jev Router**: Cash is at $0 so production is stalled; the harvester is my lifeline. Building queue has proc at 20%. My 6 rocket soldiers should push west to find and hit the enemy base near (12,16).
- **3:04 Claude Sonnet 5**: Economy solid, war factory almost done. Keep training rocket soldiers and queue fix depot after weap. Group idle infantry defensively for now.
- **3:04 Jev Router**: Cash-starved at $0 with proc nearly done. My 6 rocket soldiers are en route to the enemy base; I'll keep them pushing west while the economy recovers. Nothing affordable to build right now.
- **3:12 Claude Sonnet 5**: Economy healthy, weap almost done. Continue training e3, plan fix and tanks next. Keep infantry grouped near base for now.
- **3:12 Jev Router**: Economy is starved at $0, so my priority is getting the harvester mining and letting the second refinery finish for a free harvester. The 6 rocket soldiers are advancing west toward the enemy base; I'll keep them probing while I hold position otherwise.
- **3:20 Claude Sonnet 5**: Weap almost done; queue fix next, keep e3 training rolling, group idle army for eventual push.
- **3:20 Jev Router**: Economy stalled at $0 but prod queues are busy (proc 38%, e3 55%). Keep harvester mining and push the forward e3 group west toward the enemy base. Queue more rocket soldiers since we have no cash but production flows.
- **3:28 Claude Sonnet 5**: War factory almost ready; once placed I'll build fix then start heavy tanks. Keep infantry training queued and hold army near base until tanks are ready for a coordinated push.
- **3:28 Jev Router**: Economy is starved ($0, 1 harvester) so I must get the new refinery online and keep the harvester mining. My idle rocket soldiers are doing nothing, so I'll push them west to scout and harass toward the enemy base while production continues.
- **3:36 Claude Sonnet 5**: Place war factory, keep building power and troops, start scouting toward enemy base with idle army group.
- **3:36 Jev Router**: Cash is empty so production is stalled; harvester is mining. I'll keep pushing the 7 rocket soldiers west toward the enemy base at (12,16) to scout and harass.
- **3:44 Claude Sonnet 5**: Solid economy, army building up. Place power plant, keep training rocket soldiers, start fix depot for tanks, and continue pushing scouting force east toward enemy base.
- **3:44 Jev Router**: Economy is completely stalled at $0 with only one harvester, so the priority is getting ore flowing and keeping the single harvester mining. The 8 Rocket Soldiers are overkill for now; I'll push the western squad toward the suspected enemy base to scout while keeping one back near home. Building queue has proc at 56% which will help income.
- **3:52 Claude Sonnet 5**: Army is grouped mid-map, continue attack move east toward enemy base. Keep production flowing - more e3, build fix depot then tanks.
- **3:52 Jev Router**: Cash is empty and only one harvester, so everything waits on the harvester/proc. Keep the proc building; send the rocket squad west to scout toward the enemy base at (12,16) while keeping two back to guard home.
- **4:00 Claude Sonnet 5**: Army is gathered near (33-36,24), pushing toward enemy at (95,11). Keep attack_move going, continue production of e3 and buildings, add harvester for economy.
- **4:00 Jev Router**: Economy is starved ($0) with only 1 harvester, so getting the proc placed and harvesters running is priority. West scout squad is outnumbered and two e3 are badly hurt - pull them home to heal near base rather than feed the enemy kills.
- **4:08 Claude Sonnet 5**: Army is grouped around (42-47,24), advancing toward enemy at (95,11). Continue attack_move with full army, keep training e3 and building infrastructure.
- **4:08 Jev Router**: Cash is $0 so I must prioritize income. The 2nd refinery is nearly done (74%) and will be placed next turn for a free harvester. Keep the lone harvester mining and pull my rocket soldiers back to guard the base/harvester corridor. Queue a second harvester so it builds as soon as ore comes in.
- **4:16 Claude Sonnet 5**: Army is grouped around (51-58,27) advancing toward enemy at (95,11). Continue push and keep production flowing; queue more harvesters and tanks once fix depot done.
- **4:16 Jev Router**: Cancel the redundant harvester in the War Factory queue since the 2nd Refinery (74% done) already provides a free harvester. Rally rocket soldiers to protect harvester #132.
- **4:24 Claude Sonnet 5**: Army is grouped mid-map, continue advancing toward enemy base at (95,11). Keep production of e3 and infrastructure going.
- **4:24 Jev Router**: Second refinery is at 74% and will provide a crucial second harvester once completed. Trimmed excessive infantry queue so incoming ore goes directly into finishing the refinery.
- **4:32 Claude Sonnet 5**: Army is advancing toward enemy at (95,11). Continue attack_move toward enemy base with all combat units, keep production of e3 and infrastructure going.
- **4:32 Jev Router**: Everything is queued and cash is nearly zero, so I mainly need to keep the harvester mining and let production finish. I'll queue a power plant behind the refinery and keep my rocket soldiers near base as a defensive screen until I have tanks.
- **4:40 Claude Sonnet 5**: Army is mostly grouped near (76-80,10-16). Push toward enemy base at (95,11) with attack_move. Keep training more e3 and add a second harvester queue plus tanks once fix depot done.
- **4:40 Jev Router**: Cash is at $0 so production is stalled waiting on income; proc finishes soon. A lone enemy rifleman is poking near my base at (88,10) — I'll send a couple rocket soldiers to clear it and keep the harvester mining.
- **4:48 Claude Sonnet 5**: Army is right at enemy's doorstep. Push attack on their buildings directly now while continuing production.
- **4:48 Jev Router**: Only 2 E3s left against 6 enemy infantry at our doorstep, so I must defend rather than scout. Cash is $0 with proc at 91%, so I'll fight with what I have, keep the harvester mining, and queue a Light Tank so production starts as soon as ore comes in.
- **4:56 Claude Sonnet 5**: Army is at enemy doorstep. Push attack on their buildings now with everything, keep economy running.
- **4:56 Jev Router**: Enemy infantry blob is already inside our base chewing on buildings; we're broke ($0) with low power. I'll send the 2 rocket soldiers to intercept the cluster, send the harvester mining, and let queued production (powr/proc/1tnk) continue so we recover economy.
- **5:04 Claude Sonnet 5**: Enemy base heavily damaged, buildings at low hp. Push all army to finish them off, keep production going.
- **5:04 Jev Router**: Base is being swarmed by ~16 enemy infantry and my Construction Yard (15%) and Power Plant (20%) are nearly dead. I have no cash so I can't repair yet; my proc is 98% done and a powr is already queued behind it. I'll throw my 2 Rocket Soldiers into the cluster to buy time and keep production queued.
- **5:12 Claude Sonnet 5**: Push remaining army into enemy base to finish it off, keep econ building.
- **5:12 Jev Router**: We've lost our Construction Yard and power plant to the enemy infantry rush, leaving only the War Factory and Refinery. We can't rebuild without a fact, so our only hope is to fend off the infantry, keep the harvester mining, and keep the War Factory producing. Two rocket soldiers vs 16 infantry is rough, but they're our only defense.
- **5:20 Claude Sonnet 5**: Army near enemy base with proc/weap remaining. Push all forces to attack and finish them off. Place ready power plant and keep training.
- **5:20 Jev Router**: Base is under heavy attack by 16 enemy infantry targeting our War Factory. Harvester #132 and emerging 1tnk must crush/eliminate infantry before #153 falls, while repairing #153.
- **5:28 Claude Sonnet 5**: Army is near enemy base with proc left. Push attack to finish it off.
- **5:28 Jev Router**: Base is almost completely wiped out with only the Refinery remaining. Using the harvester to crush as many infantry as possible while repairing the Refinery.

---
Source: https://evaljetty.com/openra/runs/r2-rr-jev-sonnet5-g4.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
