---
title: "Jev Router vs Claude Sonnet 5 | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/rr-jev-sonnet5-g3.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 1 · Round robin · rr-jev-sonnet5-g3

# Jev Router vs Claude Sonnet 5

Jev Router destroyed the enemy base after 5.6 game-minutes · 7.7 min wall clock

Jetty run 54daab2e
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-sonnet5-g3.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g3/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g3/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g3/validation_report.json)

WIN germany · west

Jev Router

typesafe/jev-router

Value destroyed$13,500Value lost$700
Units killed / lost7 / 5Buildings killed / lost8 / 0
Peak army$2,500Orders issued62
Decision turns (failed)42 (0)Mean latency4.5sModel cost$0.081

LOSS germany · east

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$700Value lost$13,500
Units killed / lost5 / 7Buildings killed / lost0 / 8
Peak army$2,100Orders issued80
Decision turns (failed)42 (0)Mean latency4.8sModel cost$0.263

## Evaluation

passchecks **7/7** verdict computed from the gating checks

Round-1 run: written before the runbook moved to evals v2, so these are the older self-reported checks.

| Status | Kind | Check | Detail |
| --- | --- | --- | --- |
| pass | code\_check | result-json | result json |
| pass | code\_check | has-winner | has winner |
| pass | code\_check | decisions-logged | decisions logged |
| pass | code\_check | replay-saved | replay saved |
| pass | code\_check | video-rendered | video rendered |
| pass | code\_check | no-llm-outage | no llm outage |
| pass | code\_check | video-complete | video complete |

## 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**: Opening turn. Deploy the MCV into a Construction Yard immediately and queue the first Power Plant to start the standard Allied opening.
- **0:00 Claude Sonnet 5**: Deploy MCV to start base, then build power plant.
- **0:08 Jev Router**: Opening turn: MCV deployed to Construction Yard and Power Plant started. Nothing else actionable yet; continue the build order.
- **0:08 Claude Sonnet 5**: MCV deployed into Construction Yard #122. Now start building economy: power plant then refinery, then barracks/war factory.
- **0:16 Jev Router**: Power plant is complete; placing it now and queuing an Ore Refinery to establish our economy.
- **0:16 Claude Sonnet 5**: Place power plant, then start proc for economy.
- **0:24 Jev Router**: Base is up with a Construction Yard and Power Plant, $4700 banked and nothing producing. Priority is economy: get the Ore Refinery down so ore income starts, then Barracks and War Factory for units.
- **0:24 Claude Sonnet 5**: Power plant already built. Now build refinery for economy, and start barracks in parallel isn't possible (same queue for buildings). Queue proc first.
- **0:32 Jev Router**: Opening is progressing: Construction Yard and Power Plant are up, Ore Refinery is 23% built. No units or harvesters yet, no enemy contact. Nothing to do this turn but wait for the refinery to finish.
- **0:32 Claude Sonnet 5**: Continue building economy; proc is in progress. Queue barracks next and power as needed.
- **0:40 Jev Router**: Proc still building (46%). Nothing else to do this turn but keep cash ready for harvester/barracks. No enemy visible.
- **0:40 Claude Sonnet 5**: Continue building economy: proc and tent already queued. Add power plant to keep power healthy once more buildings come online.
- **0:48 Jev Router**: Opening continues: refinery at 70%, power plant already up. Nothing to place or train yet; I'll let the refinery finish and then place it to get the free harvester, following with a barracks.
- **0:48 Claude Sonnet 5**: Continue economy buildup: proc, powr, tent all queued already. Wait for them to finish, then place buildings and start training.
- **0:56 Jev Router**: Proc nearly done. Place it, queue barracks next, then war factory. Keep economy flowing with harvesters.
- **0:56 Claude Sonnet 5**: Continue economy build-up; wait for proc/powr/tent to finish then place them.
- **1:04 Jev Router**: Opening is in progress: powr done, proc still needs placing (previous attempt failed), tent queued. Get the refinery placed so the harvester starts mining, then keep tent building toward war factory.
- **1:04 Claude Sonnet 5**: Place proc near base, continue building power and barracks.
- **1:12 Jev Router**: Tent is nearly finished (64%). Waiting for it to complete so we can place it and build our War Factory next turn. Harvester is safely gathering ore.
- **1:12 Claude Sonnet 5**: Place the ready power plant, keep building tent, then queue a war factory for army production and another proc for economy.
- **1:20 Jev Router**: Tent is ready; place it, start the War Factory for tanks, and queue rifles to scout east toward the likely enemy base at (95,11). Keep harvester mining.
- **1:20 Claude Sonnet 5**: Economy and production are progressing. Continue building weap and tent, queue more power/proc as needed.
- **1:28 Jev Router**: Weap is building (16%). I should get a few rifle infantry out to scout east toward the enemy start at (95,11). Cash is healthy, so after weap I'll add a second refinery for economy.
- **1:28 Claude Sonnet 5**: Buildings are progressing (weap, powr, tent). Keep queue going, nothing else to do this tick.
- **1:36 Jev Router**: Weap is 32% done; economy is decent at $2343 with one harvester. I'll keep unit production going, add a second refinery after the war factory, and send my rifle infantry east to scout toward the likely enemy base at (95,11).
- **1:36 Claude Sonnet 5**: Base is developing normally with weap, powr, and tent all queued. Let production continue; economy is solid. Will train units once tent finishes.
- **1:44 Jev Router**: War Factory nearly done and infantry queue active. Keep economy going: finish weap, then Service Depot for Medium Tanks and a second refinery. Push scouts further east to find the Soviet base at (95,11).
- **1:44 Claude Sonnet 5**: Buildings still in progress (weap, powr, tent). Wait for completion, then start training and expanding.
- **1:52 Jev Router**: Economy is fine, war factory almost done. Keep infantry producing and push scouts further east toward the enemy base to find it.
- **1:52 Claude Sonnet 5**: Continue economy buildup, queue more production once buildings finish, keep training army from tent when ready.
- **2:00 Jev Router**: War Factory nearly done; economy is weak (1 harvester, $859). Keep infantry flowing, finish and place the War Factory, then add a second Refinery and Service Depot for tanks. Scouts continue east toward the likely enemy base at (95,11).
- **2:00 Claude Sonnet 5**: Continue economy buildup; queue tent already going, add another power and proc queued after. Keep production busy.
- **2:08 Jev Router**: War Factory is about to finish; place it and queue a second refinery for economy. Cash is tight ($200) so only a couple of cheap riflemen. Keep the eastern scouts pushing toward the suspected enemy base and gather idle defenders.
- **2:08 Claude Sonnet 5**: Place war factory since it's ready; keep economy queue going.
- **2:16 Jev Router**: weap is READY TO PLACE and proc is queued behind it. Place the war factory now, keep infantry flowing, and push my scouts east toward the enemy base at (95,11). Idle defenders stay near base east side.
- **2:16 Claude Sonnet 5**: Base has weap already; queue tanks and continue building economy. Keep barracks/proc building going.
- **2:24 Jev Router**: Cash is at $0, so everything hinges on getting the harvester mining and finishing the refinery. I'll send the harvester to the nearest ore, keep the refinery building, and push scouts toward the enemy start to find their base while the home group holds.
- **2:24 Claude Sonnet 5**: Continue building economy and army. Queue more tanks and harvester once proc finishes. Keep power/production balanced.
- **2:32 Jev Router**: Broke at $0 with a second refinery building (proc 15%). Keep the lone harvester mining and push the three rifle scouts NE to find the enemy base. Idle rocket soldiers stay home for defense; set War Factory rally to a defensive muster point.
- **2:32 Claude Sonnet 5**: Continue economy and army buildup. Keep queues busy, train more tanks and add harvester once proc finishes.
- **2:40 Jev Router**: Economy is stalled at $0 cash, power is fine, and only one harvester is running. My building queue has a refinery underway; I should finish it, add a second harvester from the war factory, and push my idle combat group NE toward the enemy start to probe and consolidate with the scouts.
- **2:40 Claude Sonnet 5**: Economy building up, keep producing tanks and infrastructure. Wait for proc/powr/tent to finish, keep tank queue going.
- **2:48 Jev Router**: We're broke ($0) with lots of infantry queued, so economy must catch up. Scouts are near the enemy start (95,11) — push them in to find the base while the idle group advances from (28,16). Keep proc and harv production going.
- **2:48 Claude Sonnet 5**: Place proc, continue building tanks and infrastructure. Keep producing units.
- **2:56 Jev Router**: Economy is stalled at $0 cash with big queues; only income can fix that. My scouts are right beside the enemy proc while my main infantry blob lags at (35,23). Push the main force toward the enemy base and have the scouts hit the exposed refinery, and gather the idle rocket soldier with the group.
- **2:56 Claude Sonnet 5**: Enemy infantry scouting near my base; keep tanks defensive for now and continue economy buildup. Queue harvester and keep tank production going.
- **3:04 Jev Router**: Cash is $0 so production will stall; harvesters are the bottleneck. Our main blob is halfway to the enemy and scouts are already chewing on the enemy proc #150. Push the blob in to join the attack and keep the scouts on the proc.
- **3:04 Claude Sonnet 5**: Enemy infantry scouting near my base, keep tanks defending while economy builds. Continue tank production queue and expand economy.
- **3:12 Jev Router**: Luring the enemy Light Tank into our approaching rocket soldier blob by pulling back the scout rifles. Harv #131 will deposit soon to unfreeze our 2nd harvester and refinery production.
- **3:12 Claude Sonnet 5**: Place power plant, keep building tanks, defend harvesters from enemy infantry nearby.
- **3:20 Jev Router**: Cash is at $0 with only one harvester, so economy is the bottleneck; second refinery and harvester are already in progress. My army is scattered along the eastern approach to the enemy start—consolidate it and push on the enemy base at ~(93,14) while production continues.
- **3:20 Claude Sonnet 5**: Continue building economy and army. Keep producing tanks and let tent finish. Queue additional power once tent done.
- **3:28 Jev Router**: I'm broke ($0) so production will stall; my main infantry group is already pushing toward the enemy base around (89,14) where an enemy light tank sits. My rocket soldiers (e3) shred light tanks, so I'll press the attack and consolidate toward the enemy base while setting forward rally points.
- **3:28 Claude Sonnet 5**: Continue building army, keep production going, defend harvesters near enemy infantry.
- **3:36 Jev Router**: Our infantry assault squad is approaching the enemy base near (95, 11). Power will be tight once the refinery finishes, but income will soon arrive as Harvester #131 unloads.
- **3:36 Claude Sonnet 5**: Continue building light tank army; economy healthy. Keep producing tanks and let second refinery complete. Hold defensive position until 8+ tanks amassed.
- **3:44 Jev Router**: Enemy tank nearly dead at (87,13) - finish it, then push the main 8-unit group toward the enemy base at (95,11). Economy is tight ($0) but proc+harv are already queued; keep the front moving and bring stragglers forward.
- **3:44 Claude Sonnet 5**: Enemy infantry cluster near (83,13) close to my territory; damaged tank should retreat, idle tank should defend. Place barracks, keep tank production going.
- **3:52 Jev Router**: Main force is right at the enemy's doorstep (87,12) and there are no visible enemy buildings yet — likely just out of sight at (95,11). I'll push the whole group in with attack_move to find and hit the base, while keeping production flowing. Power is tight so I'll queue a Power Plant and more rocket infantry.
- **3:52 Claude Sonnet 5**: Enemy infantry swarm near our base; our lone tank is critically damaged, retreat it. Queue a turret for defense and keep training tanks. Harvesters are fine.
- **4:00 Jev Router**: Main army is at (88,12) but sees no enemy there, so the enemy base or units must be further east/north. I'll push the healthy units toward the enemy start (95,11) and beyond to find and hit buildings, while pulling the nearly-dead #138 and damaged #143 back home. Economy is thin ($0, 1 harv) so I keep the current queues running.
- **4:00 Claude Sonnet 5**: Enemy infantry group is near our base (~88,12), threatening. We only have 1 tank; too many 1tnk queued at once will drain cash. Keep training but focus, defend base with current tank and build defenses.
- **4:08 Jev Router**: Army is engaging the enemy ore refinery (35% hp) near (93,14). Cash is $0 so production is throttled; the proc under construction will help. Keep pressing the attack to kill the refinery and scout the enemy base, pull badly damaged units home.
- **4:08 Claude Sonnet 5**: Enemy infantry swarming close to base at (89,12). I only have 1 tank, need to hold defensively and mass more before engaging. Continue tank production and add defense.
- **4:16 Jev Router**: Cash is $0 so I just let production continue. My 7-unit push is at (90,12) but sees no enemies — likely the enemy proc died. Push further east toward the enemy base at (95,11) to find and hit remaining structures. Pull the two badly hurt infantry home and post the idle rocket soldier as base defense.
- **4:16 Claude Sonnet 5**: Enemy infantry group is very close to my base (91,12) vs mine at 95,11). I only have 1 tank, need to hold defensively and keep building tanks. Place sandbag defense and keep tank on defend stance near base.
- **4:24 Jev Router**: Economy is bare ($0) so just keep existing queues running. Main group at (91,12) should push east past the sandbag to reveal the enemy base at (95,11); pull the badly hurt e1/e3 (#138, #143) home to heal and keep base-watchers in place.
- **4:24 Claude Sonnet 5**: Enemy infantry swarm near my base threatens my damaged construction yard. Repair fact, keep tanks defending, keep producing 1tnk.
- **4:32 Jev Router**: Cash is $0 so no new builds; keep the push going with the 7-unit force toward the enemy base at (95,11) while pulling the badly damaged #138 (9%) and #143 (36%) back to base. The two idle rocket soldiers will advance to reinforce. Waiting on proc (76%) and harv (73%) to finish for economy.
- **4:32 Claude Sonnet 5**: Enemy infantry cluster near my base, my 2 tanks should engage them. Keep training tanks to reinforce.
- **4:40 Jev Router**: Economy is at $0 with proc/harv still building, so no new production this turn. My forward group at (90-92,12) should finish the 2% enemy light tank and push into the enemy base, while badly wounded #138/#143 pull back home.
- **4:40 Claude Sonnet 5**: My tank is nearly dead but enemy infantry is weak too. Keep producing tanks to build defense force, attack enemy infantry group with the damaged tank to at least trade.
- **4:48 Jev Router**: Cash is $0 with lots of production already queued, so nothing to build this turn. My forward group is at the enemy base edge fighting a sandbag wall and a light tank; push them in. Pull the two badly wounded units back toward home.
- **4:48 Claude Sonnet 5**: No power at all is crippling production. Must build a power plant immediately. Also enemy infantry near base threatens; keep tank defending.
- **4:56 Jev Router**: Enemy base at (95,11) is mostly destroyed (6 enemy buildings already killed) but a sandbag remains; my strike group should push in to find and finish remaining structures. Meanwhile pull badly wounded units home and keep the economy running.
- **4:56 Claude Sonnet 5**: Power is at 0, crippling production. Enemy infantry near base. Need to build a power plant urgently and cancel spam 1tnk queue that's stuck at low priority. Keep harvesters mining safely.
- **5:04 Jev Router**: Our strike team at the enemy base has reduced their infrastructure to ruins. Destroy the remaining harvesters #151 and #132, search the area for any hidden buildings, and let our harvester unload to finish proc and reinforcements.
- **5:04 Claude Sonnet 5**: No Construction Yard exists, so power plants can't be built; only weap operates. Enemy infantry is right on top of our base. I'll keep producing light tanks and try to defend, and retreat the near harvester.
- **5:12 Jev Router**: Economy is broke ($0) with only 1 harvester, so income is the bottleneck. My attack group at (90,8) should press the enemy sbag at (93,10) and push into the base while reinforcements #156/#162 close in. Pull badly damaged units (#138 9%, #142 12%) back to survive.
- **5:12 Claude Sonnet 5**: No Construction Yard means we can't build power or refinery - critical problem. We only have a war factory and sandbags. Must keep producing tanks with what power we have and defend with them, harvester should keep mining ore for cash.
- **5:20 Jev Router**: We have a proc ready to place and need economy badly ($0). Place the refinery, keep harvesters mining, and press the attack on the enemy base at ~(95,11) with our 4 forward units to finish it off.
- **5:20 Claude Sonnet 5**: No cash, no power, lost Construction Yard - economy crippled. Enemy infantry near base threatens the war factory. Keep producing tanks passively (queue already going) and defend with harvester withdrawal, hope for income from harvester.
- **5:28 Jev Router**: Low power is slowing everything and cash is $0, so power first. My push units are at (94,11) right next to the enemy sbag; keep them pressing while sending reinforcements and pulling crippled infantry back.
- **5:28 Claude Sonnet 5**: No cash, no power plant, no Construction Yard - economy is dead. Only weap factory and sbag remain, enemy infantry near base. Cancel excess queued items to avoid clutter and just try to hold with what we have; harvester can't deliver ore without a refinery so economy is crippled.

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Source: https://evaljetty.com/openra/runs/rr-jev-sonnet5-g3.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
