---
title: "Claude Sonnet 5 vs Jev Router | OpenRA arena run | Evals by Jetty"
url: https://evaljetty.com/openra/runs/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 1 · Round robin · rr-jev-sonnet5-g4

# Claude Sonnet 5 vs Jev Router

Claude Sonnet 5 destroyed the enemy base after 13.2 game-minutes · 20.8 min wall clock

Jetty run 542bd7d9
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-sonnet5-g4.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g4/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g4/runtime_config.json)[Validation report](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g4/validation_report.json)

WIN england · west

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$31,200Value lost$16,950
Units killed / lost54 / 36Buildings killed / lost14 / 2
Peak army$8,250Orders issued317
Decision turns (failed)99 (0)Mean latency4.5sModel cost$0.791

LOSS germany · east

Jev Router

typesafe/jev-router

Value destroyed$16,950Value lost$31,200
Units killed / lost36 / 54Buildings killed / lost2 / 14
Peak army$3,700Orders issued183
Decision turns (failed)99 (0)Mean latency5.5sModel cost$0.206

## 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 Claude Sonnet 5**: Deploy MCV to start base construction.
- **0:00 Jev Router**: Deploying MCV to establish our Construction Yard at our starting location. Starting standard Allied opening: Power Plant -> Refinery -> Barracks -> War Factory.
- **0:08 Claude Sonnet 5**: Construction yard is placed. Start economy build: power plant then refinery.
- **0:08 Jev Router**: Construction Yard is up and the first Power Plant is building. Nothing else can be queued until it finishes, so I just wait for it to be ready to place.
- **0:16 Claude Sonnet 5**: Place power plant, start economy build order: proc next, then barracks.
- **0:16 Jev Router**: Game start. Factory (#122) is up. Need power first, then refinery for economy, then barracks and war factory. Build order: powr -> proc -> tent -> weap.
- **0:24 Claude Sonnet 5**: Power plant done. Now build ore refinery for economy, then barracks.
- **0:24 Jev Router**: Opening standard: place the ready Power Plant, then start the Ore Refinery for income. Enemy likely at (12,16) far southwest, so no immediate threat.
- **0:32 Claude Sonnet 5**: Continue building economy: proc is in progress. Queue power and barracks once affordable.
- **0:32 Jev Router**: Economy is idle with $4700 banked. Priority is the ore refinery to start income, then barracks for infantry and war factory for tanks. Nothing to scout with yet.
- **0:40 Claude Sonnet 5**: Proc is building already. Once done, queue barracks and power. Keep economy growing.
- **0:40 Jev Router**: Opening is on track: Construction Yard and Power Plant are up, Ore Refinery is 23% complete. Nothing else can be started while the building queue is busy, so I'll just let it finish.
- **0:48 Claude Sonnet 5**: Proc is building, let's queue barracks and power next while waiting for proc completion.
- **0:48 Jev Router**: Opening is on track: fact + powr done, first refinery at 47%. I'll queue the barracks right after so production stays busy, then move to war factory and a second refinery. Nothing to scout yet, but I'll keep an eye out.
- **0:56 Claude Sonnet 5**: Proc and tent are building. Once proc finishes I'll place it, then continue with power and war factory. Keep queue moving.
- **0:56 Jev Router**: Early game, economy ramping. proc at 70% with tent queued. I'll queue the War Factory next so production chains smoothly, and keep power in mind for later.
- **1:04 Claude Sonnet 5**: Place ready proc near base, continue building tent, queue power plant next.
- **1:04 Jev Router**: Economy is on track ($3375 banked, refinery 94% done, barracks queued). Nothing actionable this turn since the building queue is occupied; I'll just let production finish and save cash for the war factory.
- **1:12 Claude Sonnet 5**: Place power plant, keep building tent barracks, queue proc#2 for economy, continue expanding.
- **1:12 Jev Router**: Place the ready refinery immediately to start income, then let the queued barracks finish so I can pump infantry and armor. Enemy is far west at (12,16), so no immediate threat.
- **1:20 Claude Sonnet 5**: Economy building phase; keep queues moving. Barracks and refinery in progress. Will add war factory after.
- **1:20 Jev Router**: Tent is 64% complete and will finish during this turn interval. I'll attempt placing it so infantry production and the War Factory can be started as soon as possible.
- **1:28 Claude Sonnet 5**: Continue economy buildup, queue is already progressing on proc, powr, tent. Let production continue.
- **1:28 Jev Router**: Barracks is ready but last placement failed (no coords). Place it beside the base, start the War Factory, and queue a few riflemen to scout toward the enemy at (12,16). Economy is thin with only 1 harvester, so I'll add a second Refinery soon.
- **1:36 Claude Sonnet 5**: Continue economy build-up while proc/powr/tent finish. Queue war factory next for tanks.
- **1:36 Jev Router**: War Factory is progressing; I have plenty of cash. I'll queue Rifle Infantry from the barracks for scouting/defense and drop a Pillbox to protect the base while waiting for the War Factory to finish so I can start tanks.
- **1:44 Claude Sonnet 5**: Buildings still constructing (proc, weap, powr, tent queued sequentially). Nothing new to place yet. Wait for completion and place as ready.
- **1:44 Jev Router**: Weap at 32%, Pillbox 53%, plenty of cash ($2006) and no enemies seen yet. Keep infantry queue busy with rocket soldiers while Rifle Infantry scout west toward the likely enemy start. Economy is fine but I need a War Factory to get tanks, so don't overbuild defense.
- **1:52 Claude Sonnet 5**: Place the ready proc, continue building queue. Need to keep power up and start training infantry once tent finishes.
- **1:52 Jev Router**: Weap is ~half done, pbox ready. I'll place the pillbox to defend, keep infantry queued, and push my rifles west to find the enemy base at (12,16).
- **2:00 Claude Sonnet 5**: Continue economy build-up, queue more production while weap/powr/tent finish.
- **2:00 Jev Router**: Building weap at 66%, economy is thin ($901). I'll keep the barracks producing, push my western rifle scouts toward the likely enemy start to find their base, and set a rally point so new units gather defensively near base.
- **2:08 Claude Sonnet 5**: Continuing base buildup - weap, powr, tent in queue. Keep economy strong with harvesters mining. Once weap done, build fix and start tank production.
- **2:08 Jev Router**: Cash is tight ($236) and weap is almost done. Continue scouting west with the rifle squad, keep the harvester mining, and trickle cheap infantry while we wait for the war factory.
- **2:16 Claude Sonnet 5**: Continue economic buildup while production finishes. Queue fix after weap, then start training units once barracks/weap ready.
- **2:16 Jev Router**: War factory is almost complete; will auto-place it once ready and queue power to support base expansion. Continuing west scout push toward enemy start (12,16).
- **2:24 Claude Sonnet 5**: Continue building economy and army infrastructure. Wait for weap/powr/tent to finish, then queue fix and tanks.
- **2:24 Jev Router**: War Factory is READY TO PLACE — place it, then start a second Refinery for economy. Send my scattered infantry west toward the likely enemy base to scout, and queue tank production once the factory is up.
- **2:32 Claude Sonnet 5**: Continue economy build-up; queue fix after weap, keep production flowing.
- **2:32 Jev Router**: Economy is starving: $0 cash, 1 harvester, proc building at 0%. Priority is getting ore flowing and finishing the 2nd refinery for a free harvester. Army should keep pushing west toward the likely enemy base at (12,16).
- **2:40 Claude Sonnet 5**: Weap nearly done, powr and tent still building. Wait for placements. Keep economy queue going.
- **2:40 Jev Router**: Cash is at $0 so economy is the bottleneck - harvester must keep working. Army is scattered in three clumps; consolidate and push west toward the suspected enemy base at (12,16). Keep production flowing and set rally points to gather new units forward.
- **2:48 Claude Sonnet 5**: Place war factory, continue building power/barracks, queue fix depot after, keep training economy going.
- **2:48 Jev Router**: Cash is $0 so I can't train; focus on finishing the 2nd refinery for economy and pushing my scattered infantry west toward the likely enemy base at (12,16). Power is tight at 100/100 so avoid new power-hungry buildings until a plant is up.
- **2:56 Claude Sonnet 5**: Place power plant, keep tent building, start fix depot, queue tanks and a harvester.
- **2:56 Jev Router**: Economy is tight ($0) with vet queues still filling. Power is at 100/100, so the coming refinery will put us negative — queue a power plant next. Keep army grouped pushing west toward the likely enemy base at (12,16).
- **3:04 Claude Sonnet 5**: Economy solid, production ongoing. Keep queuing tanks and let fix depot finish. Wait for army buildup before attacking.
- **3:04 Jev Router**: Lead infantry reached (25, 16); pushing forward to the enemy start at (12, 16) to scout and harass. Keeping proc building prioritized for the second harvester.
- **3:12 Claude Sonnet 5**: Enemy infantry spotted very close to my base at (19,16), likely scouting or probing. I need to keep producing tanks and get them defending ASAP. Continue economy build and defense.
- **3:12 Jev Router**: I'm scouting aggressively with infantry toward the enemy start but my units are strung out along the path and cash is zero so production is stalled. Consolidate the army and push toward the enemy base, keep the proc building for a 2nd harvester, and rally new units forward.
- **3:20 Claude Sonnet 5**: Enemy infantry group near base at (19,16); my single tank should engage. Keep production flowing - tanks, fix, power, tent.
- **3:20 Jev Router**: Cash is $0 so no production possible right now; my army is mid-push west and there's one enemy light tank spotted at (16,15). I'll send the group to engage it and continue toward the enemy base, keeping the lone rocket soldier moving up too.
- **3:28 Claude Sonnet 5**: Enemy infantry cluster near base at (19,16), threatening. Place fix depot, keep tank production going, defend base with tanks as they finish. Continue economy.
- **3:28 Jev Router**: Army is close to enemy start (12,16); push in with all units while economy finishes. Keep production going.
- **3:36 Claude Sonnet 5**: Large enemy infantry group near my base at (19,16) close to my tank. I only have 1 tank so shouldn't engage alone; pull it back near base for defense while production continues. Place power plant, keep training tanks.
- **3:36 Jev Router**: My main force is fighting in the enemy base area; their refinery at 33% and a light tank are the key targets. I'll press the attack to finish the refinery and grind down the tank, keep queues busy, and send stragglers to reinforce.
- **3:44 Claude Sonnet 5**: Enemy infantry cluster near my base could threaten harvesters/buildings. I have no combat units yet; keep tank production rolling and add defense. Once first 1tnk completes, hold near base to defend.
- **3:44 Jev Router**: Enemy proc #129 is at 22% HP — finishing it kills their income. Main group is on top of enemy base; #152/#156 and #160 should rejoin the assault. Cash is $0 so no new production affordable.
- **3:52 Claude Sonnet 5**: Enemy infantry blob is right next to my base near my tank. Place ready buildings, use my tank to defend, keep training tanks.
- **3:52 Jev Router**: I'm broke but have 7 units on the enemy base with their War Factory at 60%. I'll focus fire it down, kill the enemy light tank, and group my stragglers toward the fight. Keep queues alive on minimal income.
- **4:00 Claude Sonnet 5**: Enemy infantry blob near my base is a threat. Continue tank production, add a pillbox for defense, and keep economy going.
- **4:00 Jev Router**: Enemy base is exposed at (15,14-17) with weap #151 at 41% hp. My 6 forward infantry should finish it off while reinforcements converge. Cash is $0 so economy is stalled; keep harvester mining.
- **4:08 Claude Sonnet 5**: Enemy infantry near my base, right next to my tank. Attack with tank now while pillbox and tanks build. Keep production going.
- **4:08 Jev Router**: Army is at the enemy base; weap #151 at 10% is nearly dead, tent #163 remains. Cash is $0 so production waits on the harvester. Push all units in to finish the base.
- **4:16 Claude Sonnet 5**: Place pillbox for defense, keep tank fighting nearby enemy infantry, continue building army and economy.
- **4:16 Jev Router**: Our rocket soldiers have reached the enemy base and engaged an enemy Light Tank. Focus fire on the enemy tank while reinforcing with arriving infantry, and prepare to place the refinery soon.
- **4:24 Claude Sonnet 5**: Place ready power plant, continue building economy and army. Enemy infantry near base, defend with pillbox and infantry. Queue war factory for tanks.
- **4:24 Jev Router**: Economy is starved; cancel some redundant queued infantry so incoming harvester income prioritizes the second refinery and harvester. Attack-move forward units toward the suspected enemy base at (12,16).
- **4:32 Claude Sonnet 5**: Enemy rocket soldier near base, weak (55% hp). Attack it with idle infantry. Keep production going: war factory, more infantry.
- **4:32 Jev Router**: Cash is at $0 so I can't start new production; my proc is nearly done and will give me an Ore Truck. I'll use my Rocket Soldiers to kill the exposed enemy harvester to hurt their economy, and pull the damaged one back.
- **4:40 Claude Sonnet 5**: Weap factory still building. Keep training infantry and queue more economy. Group idle e1 for defense/scouting.
- **4:40 Jev Router**: Cash is $0 so nothing new can start; must maximize income. Proc is 97% done so it will be ready to place. Consolidate the 3 rocket soldiers — send the forward two toward the enemy base while keeping #175 near home.
- **4:48 Claude Sonnet 5**: War factory still building. Keep infantry defensive near base, queue more units, wait for weap factory to finish then produce tanks.
- **4:48 Jev Router**: Economy is broke ($0), proc almost done and a harvester in the vehicle queue. I'll push the two rocket soldiers toward the enemy base to scout/harass while waiting for income to resume so I can place the refinery and start producing units again.
- **4:56 Claude Sonnet 5**: Continue building economy and army. Weap factory building, keep training infantry, group idle army for defense until tanks ready.
- **4:56 Jev Router**: Cash is at $0 with one harvester, so income is the bottleneck. Proc at 97% will finish this tick; I'll place it next turn when ready. Keep the 2 rocket soldiers scouting toward the enemy base but avoid suicidal charges, and let existing queues (harv, e3) finish.
- **5:04 Claude Sonnet 5**: Building weap factory and second proc, keep training e3 rocket soldiers. Group idle infantry to defend base while economy grows.
- **5:04 Jev Router**: Proc is ready to place - put it near the ore field to boost income. Armies are mostly idle at (40,16) and (74,13); push them toward the enemy start at (12,16). Cash is $0 so keep queues busy but rely on the harvester coming online.
- **5:12 Claude Sonnet 5**: Production continuing on weap and proc, e3 training ongoing. Keep idle infantry grouped defending base, wait for war factory to finish for tanks.
- **5:12 Jev Router**: Low power is slowing production; powr is already building. Cash is $0 so I need harvesters mining and can't afford much else. My two lone rocket soldiers are deep in enemy territory with no support — pull them back to a forward rally to regroup rather than feed them to the enemy.
- **5:20 Claude Sonnet 5**: Continue building economy and army. Group idle infantry to defend while production finishes. Once weap factory done, start tank production.
- **5:20 Jev Router**: Low on power and cash ($0), but powr is building (12%) and harvester #3 is at 69%. Pulling forward rocket soldier #165 back to rendezvous with #175 near base approach at (85, 16).
- **5:28 Claude Sonnet 5**: Weap factory nearly done, proc queued. Keep training e3s, group idle infantry defensively near base until tanks ready. Send damaged harvester to repair.
- **5:28 Jev Router**: Low power is the bottleneck; powr is at 27% so let it finish, and 2 harvesters plus the third harvester coming should fix income. I'll rally production near base and push my forward rocket soldier toward the enemy start to scout.
- **5:36 Claude Sonnet 5**: Weap almost done, keep training e3s and let proc build. Group idle infantry near base defense until we have enough force, then push toward enemy at (95,11).
- **5:36 Jev Router**: I'm at $0 cash with low power (100/130), so production is stalled. Power plant is at 65% - let it finish and place it ASAP. Keep harvesters mining to rebuild economy; continue scouting west with the lone e3. Too many units queued but nothing to do about it until cash returns.
- **5:44 Claude Sonnet 5**: War factory almost done, second proc queued. Keep training rockets, group idle infantry near base for defense until tanks ready.
- **5:44 Jev Router**: Low power is crippling production; place the ready powr immediately, then queue another proc to grow economy. Keep harvesters mining and all queues busy. Continue scouting west toward the enemy start.
- **5:52 Claude Sonnet 5**: Weap almost done, proc queued. Keep training e3, group idle infantry together, prepare for push once weap/proc finish.
- **5:52 Jev Router**: Cash is $0, all queues are already busy, so my only job this turn is to get the three harvesters mining again and keep scouting toward the likely enemy start at (12,16). Existing rocket soldiers will hold near the base to defend against raids.
- **6:00 Claude Sonnet 5**: Place war factory, keep building economy and army. Group idle infantry to defend/prepare for attack once tanks ready.
- **6:00 Jev Router**: Cash is $0 so all queues just need to keep running; income is the bottleneck. I'll push my rocket soldiers west to scout toward the enemy start (12,16) and re-task the stray harvester to mine.
- **6:08 Claude Sonnet 5**: War factory ready, start producing tanks. Keep infantry grouped defensively while economy builds up. Second proc is underway.
- **6:08 Jev Router**: Cash is $0 so no new starts possible; queues are already full. My 4 rocket soldiers are probing west with no contact yet. I'll push the scout group further west toward the enemy start to find their base, and keep everything producing.
- **6:16 Claude Sonnet 5**: Production is progressing well - building 2nd proc, tanks and infantry queued. Wait for army to build up before attacking. Keep infantry grouped defensively for now.
- **6:16 Jev Router**: Cash is $0 but all queues are full and producing well, with 3 harvesters and 2 refineries. My 4 rocket soldiers are pushing west toward the enemy start (12,16). I'll keep them scouting while harvesters stay on ore, and hold the queues running.
- **6:24 Claude Sonnet 5**: Economy stable, keep producing tanks and infantry, mass units near base before attacking. Enemy still unseen; hold position until we have 8+ tanks.
- **6:24 Jev Router**: Cash is $0 so production is bottlenecked on income; queues are already full. Keep the 3 harvesters mining and push the 4 rocket soldiers west to locate the enemy base at ~(12,16). The spare rocket soldier stays near base for defense.
- **6:32 Claude Sonnet 5**: Economy is fine, production is running. Gather idle infantry into a defensive group while tanks and rocket soldiers finish building. Once we have 8+ tanks, launch attack toward enemy base at (95,11).
- **6:32 Jev Router**: Cash is at $0 so everything stalls until harvesters deliver ore. I'll keep the 3 harvesters mining, continue scouting west toward the likely enemy start (12,16), and queue cheap units plus prep a Service Depot for Medium Tanks once the current refinery finishes.
- **6:40 Claude Sonnet 5**: Solid infantry force idle at base; let's mass them and start moving toward enemy while tanks finish. Keep production queues going.
- **6:40 Jev Router**: Cash is $0 so production is stalled; focus on keeping harvesters mining and pushing my scout group west toward the likely enemy base (12,16). Building queue already working on a refinery.
- **6:48 Claude Sonnet 5**: Economy is fine, keep producing tanks and infantry, and push my current army toward the enemy base gradually while reinforcements build up.
- **6:48 Jev Router**: Cash is drained ($0) so production is stalled until harvesters deliver; keep all 3 harvesters mining. My western push group (tank + rockets) has no contact yet, so continue it toward the enemy start at (12,16). Base infantry hold position to guard.
- **6:56 Claude Sonnet 5**: Continue advancing infantry toward enemy base while production continues. Keep training more units.
- **6:56 Jev Router**: My western attack group was wiped (lost $4300) and cash is at $0, so I must rebuild the economy first. The proc is nearly done and a powr is queued; I'll add a second war factory after that and rally new units to a staging point near the base instead of feeding them piecemeal to the enemy at (12,16). The two surviving rocket soldiers should pull back and regroup.
- **7:04 Claude Sonnet 5**: Continue pushing army toward enemy base, keep production rolling, and get idle harvester mining.
- **7:04 Jev Router**: Cash is $0 with 3 harvesters, so economy is the bottleneck. Place the ready refinery to boost income, regroup the scattered rocket soldiers defensively, and keep unit production queued while we cannot afford to attack.
- **7:12 Claude Sonnet 5**: Army group at ~(46-48,24-26) heading toward enemy. Keep pushing east toward enemy base at (95,11), maintain production of tanks and rocket soldiers, send idle harvester to mine.
- **7:12 Jev Router**: Cash is $0 but all queues are full, so I'll let production continue and keep harvesters mining. No enemy visible, so I'll send the idle tank plus a couple infantry to scout toward the likely enemy base at (12,16) while pulling the rest to defend.
- **7:20 Claude Sonnet 5**: Army group is at (54-57,28), continue pushing toward enemy base at (95,11). Keep production rolling with tanks and rocket soldiers.
- **7:20 Jev Router**: Cash is $0 with all queues full, so income is the bottleneck — 4 harvesters on 3 refineries is decent but I need more cash flow. Scout toward the enemy start (12,16) with the lone Light Tank while keeping infantry near base. Add a 5th harvester once cash allows.
- **7:28 Claude Sonnet 5**: Army group is around (61-63,26-28) heading toward enemy. Keep pushing attack toward enemy base at (95,11), continue production.
- **7:28 Jev Router**: Cash is $0 with 4 harvesters on 3 refineries — economy is the bottleneck. Get all harvesters mining, keep production queues running, and hold army near base while probing toward the likely enemy start (12,16).
- **7:36 Claude Sonnet 5**: Army group is at (69-70,20-23), continuing toward enemy base at (95,11). Keep pushing attack, maintain production queue for tanks and rocket soldiers.
- **7:36 Jev Router**: Cash is $0 so I can't start new buildings; queues are busy producing tanks and infantry. I need map info and more income. I'll set rally points, scout toward the likely enemy start with the light tank, and queue a harvester to boost economy.
- **7:44 Claude Sonnet 5**: Consolidate infantry group near (75,15) and push toward enemy base at (95,11). Keep production running; queue more 2tnk since we have cash income growing.
- **7:44 Jev Router**: Cash is $0 with only 4 harvesters and 3 refineries, so all queues are stalled. I need harvesters mining immediately to fund production. My visible army is 8 infantry; enemy start is at (12,16) far west. I'll send harvesters to mine and push idle infantry west to probe enemy while queues keep filling.
- **7:52 Claude Sonnet 5**: Army is near enemy base already at (80,12-14). Push attack toward enemy base at (95,11) to finish them off while keeping production running.
- **7:52 Jev Router**: Cash is tight as harvesters cycle, but 4 harvesters are working 3 refineries. Directing our forward infantry to eliminate enemy rocket soldier at (82,12) while queues finish.
- **8:00 Claude Sonnet 5**: My infantry group near (88,12) is close to enemy base at (95,11). Push forward to find and destroy buildings. Keep production rolling.
- **8:00 Jev Router**: Enemy infantry group is closing in at (88,13) near our Pillbox. Our first 1tnk is almost complete (89%) and 2nd War Factory is at 61%. Using #216 and Pillbox to repel enemy infantry while harvesters unload.
- **8:08 Claude Sonnet 5**: Enemy pillbox spotted at (93,9). Push my group there while continuing tank/infantry production. Keep harvester on duty.
- **8:08 Jev Router**: Low power is crippling production and cash is dry. War Factory almost done; keep harvesting. Enemy infantry probing from the west at (90,12) — let the pillbox and my rocket soldier deal with them. Queue power plant next to fix the brownout.
- **8:16 Claude Sonnet 5**: Place ready proc, keep production going, consolidate scattered units before pushing enemy base again.
- **8:16 Jev Router**: Enemy Medium Tank and Rocket Soldier are probing our north-west perimeter near our pillbox. Defend with our 1tnk and e3, repair damaged structures, and let power plants finish after the War Factory completes.
- **8:24 Claude Sonnet 5**: Damaged tank near enemy base should retreat; keep production going and gather forces before next assault.
- **8:24 Jev Router**: Economy is starved ($0 cash) with LOW POWER slowing everything, and my army is basically nonexistent (only 1 e3 + 4 harvesters). Power plants are queued after the near-done war factory; I'll kill the crippled enemy tank, unlock medium tanks via a Service Depot, and keep queues flowing while ore income resumes.
- **8:32 Claude Sonnet 5**: Cash is at zero, so production will crawl until ore income improves. Focus on protecting harvesters and consolidating scattered units into a defensible group rather than pushing forward with weak numbers.
- **8:32 Jev Router**: Low power is throttling us, so I canceled the queued Service Depot so Power Plants start immediately after the second War Factory completes. Harvesters are actively gathering; repairing damaged Pillbox and War Factory while gathering our infantry defensively at (90,11).
- **8:40 Claude Sonnet 5**: Cash tight; let harvesters keep mining, regroup scattered army near base before pushing again. Production queues are full and running on stored ore income; just keep idle units grouped and moving toward safety.
- **8:40 Jev Router**: Still low power (100/160) slowing everything, and cash is nearly zero ($673 stored). Power plants are already queued after the near-complete war factory, so I mainly need to unlock tanks and wait for ore. I'll queue the Service Depot and stage units defensively while economy recovers.
- **8:48 Claude Sonnet 5**: Economy stable, keep producing tanks and rocket soldiers. Regroup scattered units near home base before next push toward enemy at (95,11).
- **8:48 Jev Router**: We're at LOW POWER (100/160) which cripples production, and cash is nearly zero. Power must come online before anything else, so I'll cancel the queued Service Depot so the Power Plant builds next after the War Factory finishes. Keep harvesters mining and idle rocket soldiers defending.
- **8:56 Claude Sonnet 5**: Economy stable, production running. Regroup scattered units near base and keep pumping tanks/rockets before pushing toward enemy base at (95,11).
- **8:56 Jev Router**: Low power is throttling everything; two powr are already queued behind the near-finished weap, so economy should recover shortly. Cash is $0, so I'll just place the ready pillbox, set a rally point, and let queues run.
- **9:04 Claude Sonnet 5**: Keep production rolling and regroup scattered units near base before pushing east toward enemy at (95,11). Idle tanks and rocket soldiers should consolidate.
- **9:04 Jev Router**: Power is critically low and the war factory is ready to place. I'll place it, repair the damaged pillbox, keep production queues busy, and hold position until power recovers before pushing west toward the enemy start.
- **9:12 Claude Sonnet 5**: I have a decent force of 3 tanks and 8 rocket soldiers scattered. Let's regroup them and push toward enemy base at (95,11) since we have enough units now. Keep production running.
- **9:12 Jev Router**: Low power is throttling production; 3 powr already queued so that will resolve. Cash is minimal ($1250 stored), army tiny (1 tank + 4 e3). I'll add a Service Depot to unlock Medium Tanks, keep unit production queued, and hold the small army defensively near base until it grows.
- **9:20 Claude Sonnet 5**: Keep pushing tanks and rocket soldiers toward enemy base, keep production rolling. Idle e3 should join the group.
- **9:20 Jev Router**: Power is critically low and cash is empty, so I'll cancel the Service Depot to let the queued Power Plants come through faster. Army is tiny (1 Light Tank + 4 e3), so keep it home defending the base while production queues stay full and harvesters keep mining.
- **9:28 Claude Sonnet 5**: Continue pushing army toward enemy base and keep production going. Consolidate scattered units and advance together.
- **9:28 Jev Router**: Low power is throttling everything and cash is at $0, so first priority is placing the ready Power Plant. Harvesters are mining; I'll keep them going and let the queued tanks/rockets finish. Army is too small to attack yet, so mass units near base.
- **9:36 Claude Sonnet 5**: Consolidate scattered units into one force and push east toward enemy base at (95,11). Keep production rolling.
- **9:36 Jev Router**: Low power is slowing everything; powr is already in progress. Cash is tight so I'll let existing queues drain, keep harvesters mining, and hold my small army near base until I have 8+ units before pushing west.
- **9:44 Claude Sonnet 5**: Consolidate scattered units and push toward enemy base at (95,11). Keep production running.
- **9:44 Jev Router**: Low power is slowing production, but a powr is at 73% and will finish soon - I'll place it immediately next turn. Cash is tight ($0 + $1448 stored), so I'll keep harvesters mining and stage my small force near the west approach while production continues.
- **9:52 Claude Sonnet 5**: Units scattered across path east; let's consolidate and push toward enemy base at (95,11). Keep production of tanks/rockets continuous.
- **9:52 Jev Router**: Power is low, so placing the ready Power Plant first is critical to unblock production. My small force (2 light tanks + 5 rocket soldiers) should advance west toward the enemy base to scout and harass while I rebuild income and units.
- **10:00 Claude Sonnet 5**: Army is mid-map heading east, fighting some light tanks. Continue push toward enemy base at (95,11), keep production of tanks/rockets flowing.
- **10:00 Jev Router**: My army is probing west and has contact: 2 rocket soldiers and a Medium Tank at (68-70,19-20). I should focus it to kill those units and keep pushing toward the enemy base at (12,16). Economy is at $0 so production is stalled; harvesters are safe in the east.
- **10:08 Claude Sonnet 5**: Army stalled near (69-72,18-23) fighting enemy e3s. Push forward together toward enemy base at 95,11, keep production rolling.
- **10:08 Jev Router**: Cash is at $0 so all queues are stalled; income from 4 harvesters will restart them. Main action: push my 8 Rocket Soldiers + Light Tank west to finish the two damaged Medium Tanks at (71,19), then continue toward the enemy base at (12,16).
- **10:16 Claude Sonnet 5**: Group at (70,18) is engaged with enemy infantry/tank. Consolidate and push east toward enemy base at (95,11). Keep production running.
- **10:16 Jev Router**: Cash is $0 but storage/harvesters are running and queues are deep; main action is the enemy e3 cluster + damaged 2tnk at (70,18). My 9-unit push is already in contact, so drive it home to clear that group, and set a forward rally so replacements gather there instead of trickling in one at a time.
- **10:24 Claude Sonnet 5**: Consolidate rocket infantry near (70-71,17-18) and push east toward enemy base at (95,11), avoiding pillbox at (93,9) if possible. Keep vehicle/infantry production running.
- **10:24 Jev Router**: I'm nearly broke ($0) and almost army-less (only 3 e3 + 4 harvesters left after heavy losses). My 3 e3 at (74,15) are outnumbered 5-to-1 by enemy rocket soldiers at (71,17) — pulling them back to defend rather than feeding them. Economy is intact (3 procs/4 harv); I just need to survive, keep queues fed as income trickles in, and rebuild a real army before pushing again.
- **10:32 Claude Sonnet 5**: Consolidate rocket soldiers and push toward enemy base. Keep tank/infantry production continuous, use idle harvesters and idle e3 at home.
- **10:32 Jev Router**: Cash is $0 with 4 harvesters on 3 refineries, so income is the bottleneck—nothing can be built right now anyway. All queues are stuffed with tanks/infantry that will consume income as it arrives. I'll keep the two rocket soldiers defending and ensure harvesters stay mining, then let production resume once ore flows in.
- **10:40 Claude Sonnet 5**: E3 group near (78-82,9-14) close to enemy base at (95,11). Push attack there, keep production going.
- **10:40 Jev Router**: Cash is $0 with huge queues draining every ore tick; enemy rocket soldiers (#214,#244) are pushing toward our base near (81,9)-(82,11). Kill those two infantry, repair the damaged pillbox, and let the stacked queues keep producing while harvesters refill.
- **10:48 Claude Sonnet 5**: Rocket soldiers are near enemy base at (82-87,7-10); push them further east to attack. Keep production rolling and move idle units toward front.
- **10:48 Jev Router**: Economy is stalled at $0 with heavy queues stacked (1tnk/e3), so income needs to flow and army must not be wasted. I have only 2 rocket soldiers (one nearly dead) and 3 enemy e3 raiders near my west flank - I'll pull back the crippled one and keep the other near my pillboxes to defend while harvesters keep mining.
- **10:56 Claude Sonnet 5**: E3 group is near enemy base at (86-87,8-12); push attack toward (95,11). Keep producing tanks and infantry, gather idle harvesters back to mining.
- **10:56 Jev Router**: I have zero combat units left (only 4 harvesters) and $0 cash, while enemy rocket soldiers harass my base from (86-87,7-8). I must rebuild an army from my idle queues and keep harvesters mining for income; repair the damaged pillbox and rally new units to a defensive point near the base.
- **11:04 Claude Sonnet 5**: E3 squad near enemy base, push attack toward (95,11). Keep training more tanks/rockets. Consolidate scattered units toward front.
- **11:04 Jev Router**: No combat army yet and $0 cash, so I must keep economy safe and let the queued e3/tank production finish. Repair the low-HP power plant and war factory, and keep the barracks queue fed with rocket soldiers.
- **11:12 Claude Sonnet 5**: Push all forces toward enemy base at (95,11), keep production flowing. Some units are scattered and need to converge.
- **11:12 Jev Router**: Economy is stalled at $0 with 4 harvesters and I'm in LOW POWER which slows everything. Excess 1tnk/e3 are queued (clogging production). Enemy is raiding my west side with a 2tnk and rocket soldier. Priority: fix power, trim queues, kill the raiders, keep mining.
- **11:20 Claude Sonnet 5**: Enemy base near (95,11) mostly cleared of visible buildings, keep pushing with existing forces and regroup stragglers. Continue production nonstop.
- **11:20 Jev Router**: Low power is the bottleneck and cash is drained; queues are already stuffed with powr and 1tnk so I'll let them progress. One enemy 2tnk (#252, 62% hp) is raiding near my base, so I'll move my rocket soldier to engage it while harvesters keep mining. Repair the damaged power plant and pillbox.
- **11:28 Claude Sonnet 5**: My tanks/e3 near enemy base should keep attacking remaining structures (pbox, weap, powr). Rally scattered units toward enemy base and keep production going.
- **11:28 Jev Router**: I'm broke ($0) and low on power, so everything is stalled. My only real assets are 3 harvesters; I need ore income ASAP, and enemy 2tnk raiders near (87,8)/(89,13) should be handled by my pillboxes. Just get harvesters mining and let queues tick.
- **11:36 Claude Sonnet 5**: Enemy base weakened; continue pushing all combat units to finish it off, keep producing tanks and infantry.
- **11:36 Jev Router**: At $0 cash with low power and only 3 harvesters, my economy is the bottleneck; enemy 2tnks are raiding my base buildings. I need to repair damaged structures, keep power coming, and let harvesters refill the bank before adding combat units.
- **11:44 Claude Sonnet 5**: My army is scattered near enemy base already; push them to attack the remaining buildings. Keep production going.
- **11:44 Jev Router**: Cash is $0 so production is stalled; harvesters are the lifeline. Low power is the main problem, but the powr queue is already set behind weap. Enemy light raiders (2tnk at 89,13 58% and 90,8 19%) are near my base—rely on pillboxes. Repair damaged key buildings and keep harvesters mining.
- **11:52 Claude Sonnet 5**: Army is near enemy base already. Push attack on buildings, keep production rolling. Send reinforcements too.
- **11:52 Jev Router**: Cash is zero and we're in low power, so everything is stalled. We already have a War Factory, so the queued weap is redundant - cancel it and the duplicate power plants to bring a single powr forward, then let harvesters refill the bank. Enemy 2tnk/e3 raiders are poking near (89-91,8-13); set production rally points toward that approach so new units defend the base.
- **12:00 Claude Sonnet 5**: My army is near enemy base already, attacking fact and weap. Continue pushing all forward units into enemy buildings, bring reinforcements from home base, keep production rolling.
- **12:00 Jev Router**: Enemy raiders are inside my base while I have almost no army and zero cash, and low power is stalling everything. I'll cancel the wasteful queued Light Tanks, pull harvesters out of the raider path, finish the power plant, then get a Service Depot up to start producing Medium Tanks.
- **12:08 Claude Sonnet 5**: Enemy base nearly destroyed (fact 52%, weap 66%). Push all forward units to finish it off, rally stragglers toward the front.
- **12:08 Jev Router**: Cancel queued vehicles to ensure funds for the current 1tnk and power plant. Repair fact and weap while retreating our critically damaged harvester #188. Once 1tnk finishes, focus down the low-health enemy 2tnk.
- **12:16 Claude Sonnet 5**: Enemy fact at 25% hp - nearly dead. Push all units to finish it off, consolidate stragglers.
- **12:16 Jev Router**: Low power and near-zero cash with 3 enemy medium tanks pressing my base at (90,12). I must fix power, get a barracks up for rocket soldiers, keep harvesters mining, and use my lone light tank defensively to pick off the low-hp tank.
- **12:24 Claude Sonnet 5**: Enemy construction yard is at 1% HP - one more push finishes it. Send all forward units to attack the fact directly, and keep production going.
- **12:24 Jev Router**: Base is in crisis: Construction Yard at 1% HP with 3 enemy medium tanks + 5 rocket soldiers parked inside my base, and I have zero combat units left. Priority is keeping fact/weap alive via repair and getting light tanks produced ASAP; cash is $0 so queues will wait for ore, and low power is slowing everything.
- **12:32 Claude Sonnet 5**: Enemy construction yard seems destroyed, only proc/powr remain visible. Push all forward units to smash remaining buildings and finish the base off, keep production going.
- **12:32 Jev Router**: My base is gutted: no Construction Yard, no barracks/war factory, so I cannot produce anything new. Enemy armor (2tnk + e3) is at ~(92,12) hitting my northern refinery. Only scoring play left is to preserve assets and keep harvesting.
- **12:40 Claude Sonnet 5**: Push remaining army into enemy base to destroy last buildings.
- **12:40 Jev Router**: I have no Construction Yard or production buildings left, so my only option is to keep harvesters mining safely away from the enemy group at (92,12) and repair what little remains. Nothing else is actionable.
- **12:48 Claude Sonnet 5**: Enemy proc at 11% hp near our forward units; finish it off and keep pushing while reinforcing production.
- **12:48 Jev Router**: Base is destroyed; only two refineries and harvesters remain, with enemy armor sitting on our start position. No production possible, so preserve harvesters far from the enemy and keep repairing the refinery.
- **12:56 Claude Sonnet 5**: My forces are clustered near the enemy base but no enemy buildings visible - possibly destroyed or hidden. Push remaining idle army forward to scout/finish off, keep production rolling.
- **12:56 Jev Router**: Catastrophic state: no Construction Yard, only a refinery, no army. 5 enemy rocket soldiers sit at my old start (95,11) and will likely hit my refinery. I cannot build anything without a ConYard, so my only play is to keep the healthy harvester mining and pull the damaged husk harvester away from danger.
- **13:04 Claude Sonnet 5**: My units near the enemy base should press attack on the remaining refinery and push further to find more buildings. Keep production running.
- **13:04 Jev Router**: No production buildings left and no ConYard, so the only score I can add is ore. I'll keep both harvesters mining and pull the damaged husk away from the enemy push near (95,13).

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