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

# GPT-6 Luna vs Jev Router

Jev Router destroyed the enemy base after 10.1 game-minutes · 16.1 min wall clock

Jetty run 6fbb2497
[Replay (.orarep)](https://evaljetty.com/openra/media/r2-smoke-gpt6luna.orarep)
[Decision log](https://evaljetty.com/openra/runs/r2-smoke-gpt6luna/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/r2-smoke-gpt6luna/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/r2-smoke-gpt6luna/validation_report.json)

LOSS russia · west

GPT-6 Luna

openai/gpt-6-luna

Value destroyed$2,100Value lost$22,000
Units killed / lost19 / 37Buildings killed / lost0 / 11
Peak army$2,000Orders issued86
Decision turns (failed)76 (0)Mean latency3.1sModel cost$0.027

WIN ukraine · east

Jev Router

typesafe/jev-router

Value destroyed$22,000Value lost$2,100
Units killed / lost37 / 19Buildings killed / lost11 / 0
Peak army$10,700Orders issued99
Decision turns (failed)76 (13)Mean latency5.1sModel cost$0.162

## 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': 76, 'Multi1': 76} |
| pass | code\_check | llm-turns-valid | failed/total per slot: {'Multi0': '0/76', 'Multi1': '8/76'} |
| pass | code\_check | video-decodes | duration 102.5s |
| pass | code\_check | video-complete | video ends at tick 15078 of 15078 |
| pass | code\_check | limits-respected | ended after 16.1 wall-minutes (budget 30.0 min): base destroyed |
| pass | checklist | notes-explain-win | summary.md Notes section cites both models final thoughts explaining how Jev Router won by destroying all enemy buildings |
| pass | checklist | players-match-request | result.json records Multi0=gpt6luna (openai/gpt-6-luna) and Multi1=jev (typesafe/jev-router) matching the requested players |
| pass | checklist | no-silent-outage | run.log shows continuous decision ticks every 200 ticks with no long gaps; Jev Router had 8 failures but they are within the 20% threshold and no silent stretches |

## 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, then start the power plant so the base can begin expanding. I’ll follow with a refinery and barracks, then build a Soviet armor force toward the enemy’s likely start at (95,11).
- **0:00 Jev Router**: Starting the match. Deploying MCV at start location and starting power plant production immediately.
- **0:08 GPT-6 Luna**: The MCV has deployed into a Construction Yard, and the first Power Plant is underway. I’ll let it finish before starting the Ore Refinery.
- **0:08 Jev Router**: Opening is underway: MCV deployed, power plant building at (95,11). Next step is the ore refinery for income, then barracks and war factory. Nothing to attack yet.
- **0:16 GPT-6 Luna**: Deploy the MCV immediately, then start the power plant. Once it is ready, place it and begin the refinery to establish income.
- **0:16 Jev Router**: Only powr is available to build; my earlier proc attempt failed because I need power/first building first. Start with a Power Plant, then queue Refinery.
- **0:24 GPT-6 Luna**: There are no buildings yet, so deploy the MCV to establish the Construction Yard. The power plant order may already be in progress; check that it is placed, then start the refinery as soon as the building queue is free.
- **0:24 Jev Router**: Power plant is ready to place; place it near the conyard, then start the refinery to get economy going.
- **0:32 GPT-6 Luna**: The Construction Yard is deployed and the opening economy is not established yet. Start a Power Plant, then build an Ore Refinery as soon as the plant is placed; follow with a Barracks and another Refinery or War Factory.
- **0:32 Jev Router**: Power plant is up. Now start the Ore Refinery to get income flowing, then a barracks/war factory. MCV is already deployed.
- **0:40 GPT-6 Luna**: Deploy the MCV, place the ready Power Plant, and start an Ore Refinery immediately to establish income. Keep the opening focused on economy before adding production.
- **0:40 Jev Router**: Opening is on track: power is up and the first refinery is building. Nothing else to queue until the refinery finishes and can be placed, then I'll add barracks and second refinery/war factory.
- **0:48 GPT-6 Luna**: Deploy the MCV to establish the Construction Yard; once it is available, start the refinery immediately.
- **0:48 Jev Router**: Opening proceeding: proc at 47%, cash healthy at $4041. Nothing actionable until proc completes since the Building queue is busy. Next I'll add a barracks then a war factory.
- **0:56 GPT-6 Luna**: The Construction Yard and Power Plant are established, with ample power and $4,700 available. Start a Refinery to gain income and a free harvester, then follow with a Barracks and War Factory as they become available.
- **0:56 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **1:04 GPT-6 Luna**: The refinery is already under construction, and there are no units or other useful production orders available yet. Let it finish so I can place it and start generating income.
- **1:04 Jev Router**: Refinery nearly done; next step is a barracks to get infantry out for early map presence, then a war factory. Cash is healthy so I can afford barr now.
- **1:12 GPT-6 Luna**: The refinery is already 47% complete and power is ample. Let it finish so I can place it, gain a harvester, and then start infantry and vehicle production.
- **1:12 Jev Router**: Opening is underway; place the free refinery to get income, keep the barracks building, and add power to support future production. No army yet.
- **1:20 GPT-6 Luna**: The refinery is already 70% complete; let it finish so it can be placed and provide our first harvester. Power is ample, and I’ll start the barracks after placing the refinery.
- **1:20 Jev Router**: Power plant ready to place; barracks already queued. Place power, send harvester mining, and set up to build war factory next. Enemy is far west, so I have time to build economy.
- **1:28 GPT-6 Luna**: The refinery is nearly complete, so let it finish and place it to gain my first harvester. Then I’ll build a barracks and move toward a War Factory while keeping enough power online.
- **1:28 Jev Router**: Early game: weap is building (16%) with barr queued behind it, and powr just went up. Cash is healthy at $2676 but storage may be capping, so a silo will matter soon. No combat units yet, so nothing to attack with; keep the harvester mining and let production run. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **1:36 GPT-6 Luna**: Place the ready refinery to establish income, then start a barracks for infantry production. Once the refinery is placed, build a War Factory next and keep power available as the base expands.
- **1:36 Jev Router**: War Factory is currently building at 32% with Barracks queued next. Cash is healthy at $2373, power is strong, and Harvester #134 is actively gathering ore.
- **1:44 GPT-6 Luna**: The first refinery is operating and the barracks is well underway; power is ample. Queue a War Factory behind the barracks so vehicle production can begin as soon as the barracks is placed, then build tanks continuously.
- **1:44 Jev Router**: Early game; War Factory nearly done and Barracks queued. Nothing to fight yet and economy is fine. I'll just let production continue and prep rally points. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **1:52 GPT-6 Luna**: Place the ready barracks and set its rally toward the likely enemy base. The War Factory is already building; once available, start producing tanks and keep the barracks producing infantry in the meantime.
- **1:52 Jev Router**: War Factory is 66% complete and Barracks is queued behind it. Queuing a second Refinery to boost economy once Barracks finishes, and attempting to place the War Factory as soon as it completes.
- **2:00 GPT-6 Luna**: The War Factory is progressing and power is healthy. Place the completed Barracks, start a small infantry force to scout east, and save cash for a second Refinery once the Building queue clears.
- **2:00 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **2:08 GPT-6 Luna**: The War Factory is already in progress, and power is healthy. Keep infantry production moving, scout east toward the likely enemy base, and start a second refinery after the War Factory is placed to grow income.
- **2:08 Jev Router**: War Factory is at 99% and will complete momentarily; auto-place it. Next in queue are the second Refinery and Barracks to expand economy and tech.
- **2:16 GPT-6 Luna**: The War Factory is nearly complete, and power is healthy. Keep the infantry queue producing while adding a second Refinery for income; once the War Factory is placed, shift production toward tanks and push east to scout the enemy start.
- **2:16 Jev Router**: War Factory is ready to place — my earlier auto-place failed, so I'll place it explicitly. Then start a second Refinery for economy and queue tanks once the factory is up.
- **2:24 GPT-6 Luna**: The War Factory is nearly ready, and the queued Refinery should improve income; power is ample for now. Keep the infantry scouting toward the likely enemy start while the Rocket Soldiers finish, then switch vehicle production to tanks once the factory is placed.
- **2:24 Jev Router**: War Factory is up. Barracks is almost done, which will unlock infantry. I will train a Flak Truck to scout towards the enemy base at (12, 16) and plan for a Service Depot after the next Refinery to unlock Heavy Tanks.
- **2:32 GPT-6 Luna**: The War Factory is nearly ready, and the queued Refinery should secure a second harvester. Scout toward the likely enemy start while keeping the current infantry moving east; once the factory is placed, begin producing tanks as cash allows.
- **2:32 Jev Router**: Barracks is ready to place and I have a War Factory up. Need to place barracks, keep economy growing with another harvester, and tech to Service Depot so I can build Heavy Tanks. Scouting ftrk is already queued.
- **2:40 GPT-6 Luna**: The War Factory should be ready imminently, and the Refinery is next in the building queue. Place both as they become ready, then use the factory to start tank production; keep the infantry scouting toward the likely enemy start.
- **2:40 Jev Router**: Economy is running with 1 harvester; building queue is deep (fix + 2 procs + barr). Need to start producing army from the barracks and scout west with the Mobile Flak toward the likely enemy base. Vehicle queue is busy making a harvester. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **2:48 GPT-6 Luna**: Place the ready War Factory so vehicle production can start once ore income arrives. Keep the scouting force advancing toward the likely enemy start and let the queued infantry finish while the refinery builds.
- **2:48 Jev Router**: Economy is thin ($37, 1 harvester), so I'll keep queues busy and scout west with the flak truck toward the likely enemy base. Continue fix then add refineries/tanks once income arrives.
- **2:56 GPT-6 Luna**: Cash is exhausted and the refinery is still building, so preserve income and keep the army pressing toward the enemy. The enemy flak truck is visible ahead; send the scattered infantry east to engage and scout toward the likely base.
- **2:56 Jev Router**: Our flak truck encountered enemy infantry at (67, 22); engaging them while pushing towards the enemy base. Base production of Service Depot and second harvester is progressing steadily.
- **3:04 GPT-6 Luna**: The second refinery is already in progress, and cash is exhausted, so I’ll let it finish and avoid starting another expense. The infantry are spread across the eastern approach; regroup them into one force and advance toward the likely enemy base, where a flak truck was spotted.
- **3:04 Jev Router**: Flak truck is low on HP (25%) facing an enemy rocket soldier; pulling it back while advancing rifle infantry to intercept. Waiting for Service Depot and second Harvester to complete so we can produce Heavy Tanks.
- **3:12 GPT-6 Luna**: Cash is exhausted, but the refinery is still under construction and infantry queues are active. Regroup the scattered combat units into a single force and push toward the likely enemy start at (95,11).
- **3:12 Jev Router**: Cash is at $0 and I only have one harvester, so the economy is the bottleneck. A second harvester is already 51% done and fix is nearly ready. I'll keep the harvester mining, pull the damaged flak truck home, and hold the rifle infantry back as base defense while I wait for income to finish the harvester and service depot.
- **3:20 GPT-6 Luna**: The refinery is already in progress and should expand income once placed; power is healthy, so avoid starting another building while cash is nearly exhausted. Keep infantry production queued and continue scouting toward the likely enemy start with the rocket soldiers.
- **3:20 Jev Router**: Low cash ($0) with only one harvester, so income is the bottleneck. Finish the service depot and spare harvester, keep infantry scouting west toward the likely enemy base at (12,16). No enemy sighted yet.
- **3:28 GPT-6 Luna**: The refinery is still building and cash is exhausted, so preserve the harvester and keep the advancing force moving toward the suspected enemy. Set production rallies east so new units head toward the front once income returns.
- **3:28 Jev Router**: Economy is thin ($0) with only one harvester, so priority is finishing the Service Depot and getting the second Ore Truck plus refinery online. Keep the 4-man Rifle scout group pushing west toward the likely enemy base to find targets.
- **3:36 GPT-6 Luna**: Cash is exhausted, so let the refinery finish and restore income before queuing more units. Send the remaining infantry east toward the suspected enemy approach while keeping the harvester mining.
- **3:36 Jev Router**: Cash is $0 so I can't start anything new until the harvester delivers ore. My 4 rifle scouts are pushing west toward the likely enemy base at (12,16); keep them moving and bringing the 2 idle rifles to help guard the base. Service Depot nearly done, then I'll place it and add a second refinery.
- **3:44 GPT-6 Luna**: The refinery is still building and cash is depleted, so preserve the current economy and scout toward the likely enemy base with the surviving infantry. Keep the harvester mining and avoid committing to new production until ore comes in.
- **3:44 Jev Router**: Economy stalled at $0 - waiting on harvester and fix to finish. Keep scouts pushing west toward the likely enemy base at (12,16) to find them, keep the damaged flak home, and let production queues run.
- **3:52 GPT-6 Luna**: The refinery is halfway built, but cash is exhausted and the lone harvester is our only income. Keep it mining; once the refinery is placed, prioritize another harvester and then rebuild a tank force to scout east.
- **3:52 Jev Router**: Cash is $0 so I must rely on the harvester income; service depot is nearly done, place it. Scouts #150-154 continue west toward the likely enemy start at (12,16) to locate the base. Keep queues flowing.
- **4:00 GPT-6 Luna**: Cash is exhausted, but the refinery is 71% complete and the harvester can resume generating income once it is placed. I’ll avoid starting anything we can’t afford and keep the existing production rallies pointed east toward the likely enemy base.
- **4:00 Jev Router**: Cash is $0 so I can't start new production; my queues are already full and the harvester is mining to rebuild funds. I'll push the healthy scouts west toward the likely enemy base (12,16) for intel while pulling the damaged rifleman back, and keep guards home.
- **4:08 GPT-6 Luna**: The refinery is already 71% complete, so let it finish; cash is currently exhausted and no useful new production can start. Send the lone harvester back to mining and keep the existing queues running.
- **4:08 Jev Router**: Economy is thin ($0) but the first harvester is mining and a second is at 82%. Service Depot nearly done, so I'll place it. Keep scouts probing the enemy start and defend home with the idle infantry.
- **4:16 GPT-6 Luna**: The refinery is nearly complete, but cash is too low to start anything else. Keep the harvester mining and set production rally points so new units can move toward the likely enemy approach.
- **4:16 Jev Router**: Cash is dry ($0, 216 stored) so economy is the bottleneck. The fix is READY but placement failed last turn, so I'll retry. My 3 rifle scouts near the enemy base can harass their harvester #137 to slow their economy while my harv queue (93%) finishes for a second miner.
- **4:24 GPT-6 Luna**: Place the ready refinery to increase income; cash is currently too low to start production. The two enemy riflemen near our base are a threat, so rally new units toward home before advancing.
- **4:24 Jev Router**: Cash is $0 so nothing can be produced until harvesters bring in ore; both harvesters are already mining so I mostly need to consolidate. My Mobile Flak is at 25% HP—send it to the Service Depot. Keep home infantry as a defensive cluster and let the forward scouts keep eyes on the enemy base.
- **4:32 GPT-6 Luna**: Power is low and cash is exhausted, so prioritize a Power Plant as soon as ore arrives. The nearby riflemen threaten the harvester at (18,11); send both harvesters back to mining while avoiding a fight until we can produce defenders.
- **4:32 Jev Router**: Economy is stalled at $0 — everything depends on the two harvesters, so I'll keep the queued builds and not spend on new ones. The enemy harvester is exposed at (18,11): my two scouts there can kill it to cripple their income. The idle e1s at (84,13) can push toward the enemy start to scout/fight, and I'll pull the damaged ftrk and the 45% e1 back toward the Service Depot.
- **4:40 GPT-6 Luna**: The Power Plant is already under construction and will address the deficit. With no cash on hand, keep both harvesters mining; queue rocket soldiers as funds arrive to defend against the nearby enemy infantry and prepare a force.
- **4:40 Jev Router**: Cash is $0 so no new production is possible; rely on the 2 harvesters and keep the queued procs/harv progressing. Push my idle e1 squad west and use the two forward scouts to harass the enemy war factory while keeping harvesters safe.
- **4:48 GPT-6 Luna**: The power plant is still building, and the ore reserve is tied up with no spendable cash, so keep both harvesters working and let production finish. Rocket soldiers are already queued; rally the barracks toward the likely enemy base once they deploy.
- **4:48 Jev Router**: Economy is very tight ($0 cash, 2 harvesters). My barracks pushed rifle infantry west and a scout is already near the enemy base at ~(15,15). I'll keep the building queue on the refinery, continue infantry production, and push the western group onto the enemy base.
- **4:56 GPT-6 Luna**: Place the ready power plant immediately to clear the power deficit. Keep the existing rocket-soldier queue running while the harvesters replenish cash; then prioritize another power plant if power remains low.
- **4:56 Jev Router**: Cash is $0 so I can't start new construction; economy is the bottleneck. I have 6 rifle infantry around (58,28) heading west plus a scout at (14,16) with the enemy base visible at (12,16). I'll push the idle/available infantry toward the enemy base to pressure while queues keep producing.
- **5:04 GPT-6 Luna**: Place the ready power plant, then start another refinery as soon as the Building queue clears. Keep the rocket infantry gathering near the base for protection; the enemy rifleman is close, and the queued rockets can reinforce before we scout or push.
- **5:04 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:12 GPT-6 Luna**: Cash is exhausted while the second refinery is under construction, so let the harvesters restore income and keep infantry production moving. The visible enemy rifleman is badly damaged; finish it with our nearby rocket soldier, but avoid sending the lone damaged soldier toward the enemy base.
- **5:12 Jev Router**: Cash is $0, so priority is getting both harvesters mining to fund production. My scattered e1s near (37,27) and (63-69) are my only offensive force - consolidate them and push west toward the enemy base at (12,16). Keep the damaged scout #152 alive by pulling it back.
- **5:20 GPT-6 Luna**: Cash is exhausted, but the second refinery and both rocket-soldier queues are progressing. Keep the small force safe while production and income recover; direct new infantry toward the likely enemy start.
- **5:20 Jev Router**: Cash is drained at $0, so I need harvesters working and a tank queued for when income flows. Main infantry group is pushing west toward the enemy base at (12,16); no enemies visible right now, so continue the advance and keep home defense in place. Enemy has been mostly cleared of units, so keep the pressure up.
- **5:28 GPT-6 Luna**: The enemy infantry is close to our base, so send the two rocket soldiers to engage them while the refinery finishes. Keep both infantry queues producing; cash is too low to start anything else.
- **5:28 Jev Router**: Main e1 group is near the enemy base (20,16); push them in. Second group trailing should join. Economy low on cash so just keep production queued; harvesters keep mining.
- **5:36 GPT-6 Luna**: The second refinery is still building and cash is nearly exhausted. Keep both harvesters mining; hold the damaged rocket soldiers near the base rather than charging enemy infantry.
- **5:36 Jev Router**: Cash is at $0 so economy is the bottleneck, but I can't afford a new harvester right now. Keep production queued and push the infantry group near the enemy base while consolidating the western group.
- **5:44 GPT-6 Luna**: Cash is exhausted and the refinery is still building, so I can’t start production yet. Send the rocket soldiers to clear the enemy infantry near our base while keeping the harvesters mining.
- **5:44 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **5:52 GPT-6 Luna**: The refinery is nearly complete, but cash is too low to start additional production. Keep the rocket squad engaged with the nearby enemy infantry while both harvesters continue mining.
- **5:52 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:00 GPT-6 Luna**: Place the ready refinery to expand income, and keep both harvesters mining. The enemy infantry is close to my base; keep the rocket soldiers together and engage them rather than sending the group toward the distant enemy start.
- **6:00 Jev Router**: Cash is $0 so production is stalled; economy is the bottleneck. I'll keep the forward infantry pushing toward the enemy base at (12,16), consolidate idle units, and keep queues primed (adding rocket soldiers and a tank) so they fire as soon as ore comes in.
- **6:08 GPT-6 Luna**: The refinery at 2% is in immediate danger, and enemy infantry are pressing the base. I’ll repair it and send the rocket soldiers to clear the attackers; cash is currently unavailable, so production may have to wait for ore income.
- **6:08 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:16 GPT-6 Luna**: Enemy infantry are dangerously close to the base, while my three rocket soldiers are badly outnumbered and two are damaged. I’ll focus them on the weakest visible enemy and keep the harvesters mining; with no cash available, production must wait for ore sales.
- **6:16 Jev Router**: Cash is at $0 so economy is the bottleneck; keep harvesters mining and let production finish. My forward rifle group is right next to the enemy War Factory at (15,14) with 3 rocket soldiers defending it — push and kill it, then the e3s.
- **6:24 GPT-6 Luna**: Cash is exhausted, so I can’t start production yet; keep the harvesters mining to convert stored ore into spendable cash. Focus the rocket soldiers on the nearby enemy infantry and hold them near the base.
- **6:24 Jev Router**: Cash is $0 and a refinery is ready to place - get it down immediately to boost income. Forward rifle group is already near the enemy base at (15,14); push them onto the enemy weap while reinforcing queues.
- **6:32 GPT-6 Luna**: I have no combat units and no cash available, so I can’t start production this turn. Keep all three harvesters mining to bring in funds; once the economy recovers, prioritize a War Factory army.
- **6:32 Jev Router**: Cash is $0 with lots of production queued, so economy is the bottleneck. My forward e1s are near the enemy base and already hitting their weap; I'll mass them and push the enemy base at ~(12,16). Queue a refinery for more income and keep the base defended. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **6:40 GPT-6 Luna**: Enemy rifle infantry are near the base, while I have no combat units. Start a Radar Dome for tech, repair the damaged War Factory, and queue infantry to defend as ore returns.
- **6:40 Jev Router**: Economy is stalled at $0 so all production queues are frozen; my 4 harvesters must keep mining to restart income. My forward e1s are already damaging enemy weap #153, so I'll keep them pushing while keeping a small home guard. Enemy is light on visible buildings—likely a small base at (12,16).
- **6:48 GPT-6 Luna**: Enemy infantry are close to the base, so send our available riflemen to engage while the queued reinforcements arrive. Keep both ore trucks mining and repair the damaged War Factory; the economy and building queues are already committed.
- **6:48 Jev Router**: Cash is $0 so all production is stalled until ore flows; power is fine but I have a free powr to place. My 10 e1s are grinding down the enemy War Factory (#153 at 50%) - keep pushing to find and destroy the enemy base. Send the damaged flak to the repair depot.
- **6:56 GPT-6 Luna**: The base has ample power and three harvesters, but cash is exhausted and the War Factory is badly damaged. I’ll repair it and queue anti-vehicle infantry so production can resume as funds arrive; keep the small infantry group defending the base against the visible enemy squad.
- **6:56 Jev Router**: Cash is $0 so only unit management matters this turn. Keep the strike group pushing the enemy base at ~(12,16), pull stragglers together, and make sure all 4 harvesters are mining to rebuild income. Home guard stays defensive.
- **7:04 GPT-6 Luna**: The Radar Dome is already under construction, and the damaged War Factory needs to be repaired before it can support a vehicle push. Keep the infantry queue moving and protect the base while the harvesters replenish spendable cash; then add a Service Depot so we can produce heavy tanks.
- **7:04 Jev Router**: Cash is $0 but 4 harvesters are mining and all queues are full, so production will resume as ore flows in. I have no visible enemy, so I'll push my lone forward unit toward the enemy base and keep the home guard defending while harvesters keep mining.
- **7:12 GPT-6 Luna**: The economy is strong on paper but cash is currently empty, so keep infantry production running and let the refineries replenish funds. Finish the Radar Dome, then build a Service Depot to unlock heavy tanks; repair the damaged War Factory and cautiously scout toward the likely enemy base.
- **7:12 Jev Router**: Scouting unit #193 is approaching the enemy base area at (35,20). Our first Heavy Tank is about to finish; 4 harvesters are bringing in ore. Sending damaged flak truck to the service depot for repair. (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **7:20 GPT-6 Luna**: Place the ready Radar Dome and repair the damaged War Factory so vehicle production can resume. Send the small infantry group forward to scout toward the likely enemy start; keep the queued rocket soldiers coming, then prioritize a Service Depot and tanks when funds allow.
- **7:20 Jev Router**: Cash is near zero with lots queued, so I can't add production right now; I'll keep harvesters mining and stage idle units at a rally point near the base's south edge while tanks/soldiers finish. No enemy in sight yet.
- **7:28 GPT-6 Luna**: Power is healthy and three harvesters are working, but there’s no spendable cash yet. Place the ready Radar Dome, keep the damaged War Factory under repair, and push the available infantry and rockets toward the likely enemy start to scout and engage.
- **7:28 Jev Router**: No cash and no visible enemy; queues are already deep with 3tnk/e3/e1. I'll push my idle army forward toward the enemy start to find them and keep the damaged units back near the service depot.
- **7:36 GPT-6 Luna**: The enemy is still unlocated, and my small infantry force is scattered along the eastern approach. Keep the rocket soldiers producing, rally new troops east, and move the current army toward the likely enemy start while the damaged War Factory is repaired.
- **7:36 Jev Router**: Economy is running (4 harvesters) but cash is $0, so production is bottlenecked; queues are already deep with 3tnk/e3/e1, which is fine. Army is staging around (82,15) with no enemy in sight — push it southwest toward the likely enemy base at (12,16) to scout and engage. Leave damaged units (ftrk #148, e1 #150) back near base to repair.
- **7:44 GPT-6 Luna**: The enemy base remains unscouted, so push the available combat force east toward its likely start while continuing to repair the damaged War Factory. Rocket soldiers are already queued; keep them coming and let the harvesters work.
- **7:44 Jev Router**: Advancing the strike force further west toward the enemy base area (12, 16). Ordering the damaged flak truck to the service depot for repairs while refinery finishes construction.
- **7:52 GPT-6 Luna**: The enemy base is still unlocated, so send the scattered combat force east toward the likely start at (95,11) to scout and engage. Keep rocket production running and repair the damaged War Factory when funds permit.
- **7:52 Jev Router**: Cash is at $0 with all production stalled, so harvesters must keep delivering ore. My main force is pushing west near (65,23) with two visible enemy infantry at (61,27). Continue the attack and route harvesters back to mining.
- **8:00 GPT-6 Luna**: Cash is exhausted despite ore in storage, so prioritize getting the damaged War Factory repaired and keep the harvesters mining to resume production. The scattered rocket soldiers should continue advancing toward the likely enemy base at (95,11).
- **8:00 Jev Router**: Place the ready Refinery to expand eco and add another harvester. Repair damaged flak truck at the service depot. Push the main force from (61,27) west toward enemy base around (12,16).
- **8:08 GPT-6 Luna**: The economy is nearly full on stored ore but has no spendable cash, so prioritize restoring the damaged War Factory and let the three harvesters bring in income. The three Rocket Soldiers are spread along the eastern scouting route; push them toward the likely enemy start to reveal targets.
- **8:08 Jev Router**: Cash at $0 with 5 harvesters and 3 refineries, so income should recover shortly. My main force (~9 units) is grouped around (53-57,28) heading west toward the enemy start. I'll push that group toward the enemy base at (12,16), send the lone damaged Heavy Tank home to repair, and keep the base group ready.
- **8:16 GPT-6 Luna**: Stored ore is nearly full but cash is empty, so get all three harvesters back to mining/unloading and keep the damaged War Factory under repair. Send the lone Rocket Soldier east to scout toward the likely enemy start; resume production as soon as funds arrive.
- **8:16 Jev Router**: Cash is at $0 but queues are full, so just keep the army pushing west toward the likely enemy base at (12,16). Consolidate the western infantry/tank cluster and send badly damaged units back to base/depot.
- **8:24 GPT-6 Luna**: The base has ample power and three harvesters, but no army and the War Factory is badly damaged. Repair it, keep harvesting, and queue another War Factory plus V2 launchers so production can ramp up as ore is processed.
- **8:24 Jev Router**: Cash is $0 so economy is stalled — but I have a large western strike group near (36,24) close to the presumed enemy base at (12,16). Push them hard while the eastern tanks/rockets advance to join. Keep damaged units home and harvesters mining.
- **8:32 GPT-6 Luna**: Ore storage is nearly full but cash is empty, so get all three harvesters mining and unloading. Keep the damaged War Factory under repair; the queued V2 launchers should provide a force to scout and attack east once available.
- **8:32 Jev Router**: Cash is $0 so production is stalled waiting on harvester income; my western infantry group is closest to the suspected enemy base (12,16) so I'll keep pushing west to find it. Damaged vehicles go to the Service Depot to repair, and idle harvesters get back to mining.
- **8:40 GPT-6 Luna**: Enemy infantry and rocket soldiers are already near the base, so prioritize a defensive infantry screen while the War Factory is repaired. The queued V2 launchers are poorly suited to fighting infantry; cancel several and use the production capacity for a harvester and anti-armor units instead.
- **8:40 Jev Router**: Enemy base is located at the SW: weap@(15,14) at 38% and dome@(15,17). My western infantry group (~8 units) is right there and can finish it. Cash is $0 so I must keep harvesters mining and push the attack. Regroup the scattered eastern units toward the enemy base and send damaged units back to repair.
- **8:48 GPT-6 Luna**: Enemy infantry and rockets are at our base while we have no combat units yet. Get the damaged War Factory repaired, keep infantry and vehicle production aimed toward the threat, and pull the harvesters away from the enemy cluster.
- **8:48 Jev Router**: Focusing fire on enemy War Factory #153 to cripple vehicle production while reinforcements stream across the map. Moving damaged tank to the Service Depot.
- **8:56 GPT-6 Luna**: The enemy force is already close, including a heavy tank, while our only combat unit is badly damaged. Keep the rocket soldier out of immediate danger and let the queued rocket soldiers reinforce; the War Factory is nearly ready, so start producing tanks as soon as it completes.
- **8:56 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:04 GPT-6 Luna**: Enemy infantry, rocket soldiers, and a heavy tank are already near our base, while we have no combat units on the field. Keep rocket soldiers coming, finish the War Factory, and repair the damaged Radar Dome.
- **9:04 Jev Router**: (no valid response) (error: {"error": {"message": "Decision model timed out", "code": 504}})
- **9:12 GPT-6 Luna**: I have no combat units while enemy infantry and rocket soldiers are already at my base. Get all three harvesters mining, finish and place the War Factory, and direct new infantry toward the threat; then start tank production as soon as funds allow.
- **9:12 Jev Router**: Enemy base is exposed with only 2 visible buildings (fact #128, barr #138). I have a forward cluster of infantry/rockets and a heavy tank already at the enemy doorstep — push them in. Meanwhile pull damaged units back to the service depot to repair.
- **9:20 GPT-6 Luna**: The enemy force is already at the base, and I have no combat units available yet. Get the War Factory placed and keep the Rocket Soldier queue producing to counter its tanks; the harvesters need to keep mining so production can continue.
- **9:20 Jev Router**: Cash is $0 so everything is stalled — economy recovery is the top priority, so all 6 harvesters must go mine. Place the ready barracks, then keep pressing the attack on the enemy base to finish off the fact#128 (58% hp). Stragglers and forward troops converge on the enemy base.
- **9:28 GPT-6 Luna**: The enemy force, including a Heavy Tank, is dangerously close to my base, and I have no combat units in the field. The queued Rocket Soldiers are my best immediate defense against the tank; rally them to the threatened area and avoid exposing the harvesters.
- **9:28 Jev Router**: Enemy base is nearly wiped out — their Construction Yard is gone and only 4 buildings remain. Cash is $0 so production is stalled; harvesters must keep mining. I'll send the forward team to finish off the remaining buildings, pull damaged vehicles to the service depot, and rally new units toward the enemy.
- **9:36 GPT-6 Luna**: The enemy force is directly on the base, while our War Factory is badly damaged and no combat production is available. Focus the Rocket Soldier on the Heavy Tank and pull the exposed harvesters away; keep the existing harvesters mining so cash can recover.
- **9:36 Jev Router**: Enemy base is nearly broken (weap#249 at 34%, powr#126 55%). Push remaining infantry and tanks into the last buildings to finish them off, and pull damaged units back to the service depot. Queue a few more rocket soldiers to keep pressure.
- **9:44 GPT-6 Luna**: The enemy has a large force in the heart of the base, while my only combat unit is critically damaged. Keep it out of the fight and get all three harvesters back to work so income can restart production.
- **9:44 Jev Router**: We're ahead on score and pressing the enemy base at ~(10-15,13-18) with only 2 power plants visible. Keep all combat units pushing while producers stay busy; pull the badly damaged tank and flak back to the service depot. Start a new refinery for income and queue a few more tanks/rockets.
- **9:52 GPT-6 Luna**: The enemy infantry and rocket soldiers are overwhelming my base, and I have no production buildings or cash to rebuild. Keep the three surviving harvesters mining rather than sending them into the fight.
- **9:52 Jev Router**: Main army is already at the enemy base (~12,15) with only a nearly-dead powr visible. Push them in to finish the base, funnel mid-map reinforcements west, and send the two damaged units (#212, #148) to the service depot. Queue is full so just keep attacking.
- **10:00 GPT-6 Luna**: The base is effectively lost: I have no Construction Yard or production buildings, no cash, and no combat units, while enemy infantry are at my starting position. I’ll keep the harvesters mining in hopes of rebuilding if income becomes available.
- **10:00 Jev Router**: Enemy base is nearly eliminated; only power plant #179 visible at (8,16). Ordering forward forces to destroy it and scout around (6,16) and (10,25) to mop up any remaining enemy structures.

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