---
title: "Jev Router vs GPT-5.6 Terra | OpenRA arena | Evals by Jetty"
url: https://evaljetty.com/openra/games/rr-jev-gpt56terra-g1.html
description: "GPT-5.6 Terra destroyed the enemy base. Watch the full game with both models' reasoning."
updated: 2026-09-28
publisher: Jetty (https://jetty.io)
---

Round robin · rr-jev-gpt56terra-g1

# Jev Router vs GPT-5.6 Terra

GPT-5.6 Terra destroyed the enemy base after 5.7 game-minutes · 8.1 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/84bd0579)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-gpt56terra-g1.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g1/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g1/runtime_config.json)

LOSS russia · west

Jev Router

typesafe/jev-router

Value destroyed$3,600Value lost$8,850
Units killed / lost34 / 23Buildings killed / lost0 / 5
Peak army$1,950Orders issued79
Decision turns (failed)44 (0)Mean latency4.8sModel cost$0.067

WIN russia · east

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$8,850Value lost$3,600
Units killed / lost23 / 34Buildings killed / lost5 / 0
Peak army$5,000Orders issued91
Decision turns (failed)44 (0)Mean latency3.6sModel cost$0.323

## 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**: Deploy the MCV immediately to get the Construction Yard up, then start power. Opening build: powr -> proc -> barracks -> war factory.
- **0:00 GPT-5.6 Terra**: Deploy immediately and establish the Soviet economy with power followed by a refinery.
- **0:08 Jev Router**: Turn 1: MCV deployed and Power Plant is building. Nothing else to queue until powr finishes. Next in line: Ore Refinery for economy.
- **0:08 GPT-5.6 Terra**: Construction Yard is deployed and the first power plant is underway. I will place it as soon as ready, then immediately establish ore income.
- **0:16 Jev Router**: Game just started, Construction Yard is up at (95,11) and I have $5000. Standard Soviet opener: power plant first, then refinery for income, then barracks and war factory.
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed and cash is ample. Start the standard economy opening with power, then place it and immediately build a refinery.
- **0:24 Jev Router**: Construction Yard is up and a power plant is ready. Place it next to the yard, then start the ore refinery for income.
- **0:24 GPT-5.6 Terra**: Construction Yard is deployed and the first power plant is ready. I will place it and immediately start the first refinery to establish income.
- **0:32 Jev Router**: Opening stable: fact+powr placed. Need economy first - queue Ore Refinery for income and free harvester, then barracks.
- **0:32 GPT-5.6 Terra**: Power is online and the Construction Yard is ready. Start the first refinery immediately for income, then establish barracks infantry production.
- **0:40 Jev Router**: Opening under way: refinery (proc) is building at 23%. Nothing else to do this turn since the one building queue is busy; cash is healthy.
- **0:40 GPT-5.6 Terra**: The first refinery is still constructing. I will place it immediately once ready, then establish infantry and vehicle production while expanding ore income.
- **0:48 Jev Router**: Economy opening is on track: power plant up, refinery at ~47%. I'll queue the barracks next so the building queue doesn't idle, and plan a war factory plus a second refinery after that.
- **0:48 GPT-5.6 Terra**: The first refinery is nearly complete; place it immediately when ready, then start barracks to establish infantry production and scouting.
- **0:56 Jev Router**: Opening is rolling: power plant done, refinery at 70% and barracks queued behind it. No units yet, cash is fine ($3708). Nothing to place or train until the refinery/barracks finish, so I'll let production run and add a War Factory next once it becomes available.
- **0:56 GPT-5.6 Terra**: The first refinery is still constructing, so I will let it finish before placing it and expanding into barracks and a second refinery. No military production is available yet.
- **1:04 Jev Router**: Opening is progressing: refinery at 94% with barracks queued behind it. No units or threats visible yet, so nothing to fight. Just let production tick and get ready to place the refinery next turn.
- **1:04 GPT-5.6 Terra**: First refinery is nearly complete. I will place it immediately next update, then establish infantry production and expand the ore economy.
- **1:12 Jev Router**: Opening: place the completed Ore Refinery immediately for income and harvester, then queue the barracks. Enemy is likely west at (12,16).
- **1:12 GPT-5.6 Terra**: The first refinery is ready, so I will place it immediately and begin infantry infrastructure. We need early scouting and continuous ore income before committing to vehicles.
- **1:20 Jev Router**: Opening is on track: powr and proc are up, barracks at 64% with $2980 banked. Keep the harvester mining and wait for the barracks to finish before starting war factory and more power.
- **1:20 GPT-5.6 Terra**: Barracks is still constructing and the ore truck is mining. I will keep the harvester working and place the barracks immediately once it finishes, then begin infantry scouting and expand production.
- **1:28 Jev Router**: Barracks ready to place. I'll place it, queue 5 riflemen, and start a War Factory for tanks. Cash is healthy at $2800.
- **1:28 GPT-5.6 Terra**: Barracks is ready and the economy has enough cash for a second refinery plus an initial infantry force. I will establish infantry production and expand ore income before moving toward vehicles.
- **1:36 Jev Router**: Barracks is up, so start infantry production while the War Factory finishes. Only one harvester is mining — keep it working. Power is fine for now; next building after weap will be a second refinery or power.
- **1:36 GPT-5.6 Terra**: Second refinery is underway; use the new barracks immediately to establish infantry scouting and anti-vehicle coverage. Once the refinery completes, place it and transition straight into a War Factory.
- **1:44 Jev Router**: Economy is decent ($2328), war factory 32% done. I need to keep queues busy and start scouting west toward the likely enemy. Sending the rifle infantry to probe west while infantry production continues.
- **1:44 GPT-5.6 Terra**: Second refinery is underway and infantry production is fully queued. Send the scout toward the likely enemy start while saving for a War Factory immediately after the refinery is placed.
- **1:52 Jev Router**: Economy and production are flowing: weap nearly done, infantry queued. Cash is healthy, so tech toward tanks and keep scouting west to locate the enemy base.
- **1:52 GPT-5.6 Terra**: Second refinery is nearly complete; place it immediately when ready next update, then prioritize a War Factory. Continue infantry scouting east while maintaining a small defensive force around the ore field.
- **2:00 Jev Router**: Base is stable with power fine. weap nearly done, so I'll keep infantry queue busy and push my idle riflemen west to find the enemy. After weap finishes I'll add a second refinery.
- **2:00 GPT-5.6 Terra**: Second refinery is nearly ready and infantry production is fully queued. I will use scouts to extend vision toward the enemy start while keeping rockets near the ore field.
- **2:08 Jev Router**: Economy is thin (1 harv, $838) and weap is nearly done. Push scouts west toward the likely enemy base at (12,16) while keeping infantry queue busy; once weap finishes I'll place it and add a second refinery plus a harvester.
- **2:08 GPT-5.6 Terra**: Second refinery is ready and must be placed to accelerate income. I will add power for the upcoming War Factory while infantry continues scouting east toward the enemy start and rockets remain near our ore.
- **2:16 Jev Router**: War Factory nearly done; low cash so keep infantry trickling and push idle units west to find the enemy base near (12,16).
- **2:16 GPT-5.6 Terra**: Second refinery is established and the ready power plant will provide room for a War Factory. Keep infantry scouting east toward the likely enemy start while rockets remain near home defense.
- **2:24 Jev Router**: War Factory is ready to place - get it down and start a second refinery for economy. Cash is nearly empty so keep infantry cheap and resume scouting west toward the enemy start.
- **2:24 GPT-5.6 Terra**: Power is ample and the next priority is saving for a War Factory. Forward rifle scouts should continue toward the likely enemy base while rockets remain home to guard the economy.
- **2:32 Jev Router**: We are broke ($0) with only one harvester, so economy is the priority: get the harvester mining, then queue a cheap power plant and a second refinery. Our scouts have pushed west but found nothing yet, so I'll consolidate them and keep probing toward the likely enemy start at (12,16).
- **2:32 GPT-5.6 Terra**: We need accumulate for a War Factory while maintaining infantry pressure and scouting toward the enemy start. Rifles will advance east in a consolidated group; rockets remain to defend the base.
- **2:40 Jev Router**: Cash is at $0 with only one harvester, so income is the bottleneck. Keep power building, then queue a second refinery and a harvester. Infantry queue is bloated with 10+ cheap units that will stall economy; cancel some e1. Keep the western scout group probing toward the enemy start, hold the north group on defense.
- **2:40 GPT-5.6 Terra**: Our rifle force has reached and spotted an enemy infantry screen; eliminate it while continuing northeast toward the likely enemy base. Preserve cash for a War Factory and keep the barracks producing.
- **2:48 Jev Router**: Cash is $0, so I must free up money by cancelling the low-value e1 spam. West squad (4 units) has enemy riflemen at (43,24) to kill. Keep harvester mining and let proc/harv finish for economy.
- **2:48 GPT-5.6 Terra**: Our infantry screen has reached the center and only a wounded enemy rifle is visible, so pressure toward the likely enemy start should continue. We have ample ore and need a War Factory immediately to transition into armored production.
- **2:56 Jev Router**: Cash is at $0 so I must prioritize economy first. Keep the harvester mining, cancel the low-priority queued riflemen to free funds for the harvester, and pull the badly damaged rocket soldier back to base. West squad stays as a defensive screen while power plant finishes so I can place it.
- **2:56 GPT-5.6 Terra**: War Factory is under construction and the rifle column is advancing toward the likely enemy start. Keep infantry production queued, maintain the forward pressure, and leave rocket soldiers at home to deter early vehicles.
- **3:04 Jev Router**: Cash-starved at $0 with powr about to finish and a harvester in the vehicle queue. I'll cancel the spare rifle infantry to recover funds for economy, set idle defenders to defend, and make sure the harvester is mining. Next turn I'll place powr and start the second refinery.
- **3:04 GPT-5.6 Terra**: War Factory construction is underway and the rifle column is advancing toward the likely enemy base. Keep the infantry pressure moving northeast while rockets remain as base defense until vehicles are available.
- **3:12 Jev Router**: Power plant is ready to place and cash is empty, so priority is placing power, getting my lone harvester mining, and letting the queued refinery progress. No visible enemy, so keep the squad on defense and scout quietly.
- **3:12 GPT-5.6 Terra**: War Factory is almost ready while our rifle column is advancing toward the likely enemy base. Keep the infantry pressure moving, maintain harvester income, and place the factory immediately when complete before starting vehicle production.
- **3:20 Jev Router**: Economy is stalled at $0 with only one harvester running. I need ore income fast, so I'll send the harvester to mine and keep production queues going. The small squad stays west to screen against the likely enemy base.
- **3:20 GPT-5.6 Terra**: Rifle column is deep across the map and should continue toward the likely enemy base while the War Factory finishes. Keep the two rockets at home for anti-vehicle defense and spend incoming refinery income immediately on vehicles.
- **3:28 Jev Router**: Cash is currently zero while harv #131 finishes unloading. Cancel backlogged infantry so income focuses on completing the second harvester and refinery, and group #175 with the outpost squad.
- **3:28 GPT-5.6 Terra**: War Factory is nearly ready while the rifle force has reached the enemy approach. Keep the infantry pressing toward the likely base and eliminate the exposed rocket soldier; preserve rockets at home as defense.
- **3:36 Jev Router**: Cash is zero so I can't start new production; I'll keep the queued harvester and refinery going and keep my single harvester mining. My small infantry group will hold position between my base and the enemy start to watch the approach.
- **3:36 GPT-5.6 Terra**: War Factory is nearly complete while the rifle force has reached the enemy-side approach without resistance. Keep the infantry pressure moving toward the likely base, preserve the two rockets at home, and queue more infantry for sustained map control.
- **3:44 Jev Router**: Economy is starved ($0) with only 1 harvester; both queues are mid-production (proc 18%, harv 54%). Enemy infantry are probing toward my base around (86,12) and (71,18). I'll keep production rolling and use my small squad to clear the enemy infantry near my base.
- **3:44 GPT-5.6 Terra**: War Factory is ready and must be placed immediately. Our rifle force is already close to the enemy approach, so it will push through the visible infantry toward the likely enemy base while the rockets remain home defense.
- **3:52 Jev Router**: Cash is at $0 and I have no combat units left, so my priority is economy: keep the harv mining, finish the refineries, and hold off on new spending. I'll rally new units near my base for now to rebuild a defensive group.
- **3:52 GPT-5.6 Terra**: Our infantry spearhead is at the likely enemy approach but has not yet revealed structures. I will unlock heavy tanks with a Service Depot, keep infantry production active, and push the forward force directly into the suspected enemy base.
- **4:00 Jev Router**: Nine enemy riflemen are swarming my base and I have zero defenders - my only unit is the harvester. I must get infantry out immediately and put up a flame tower. Cash is $0 so I need the harvester mining to fund everything.
- **4:00 GPT-5.6 Terra**: Our rifle screen is at the likely enemy start and has spotted an exposed harvester, while the Service Depot is nearing completion. Kill the harvester to damage their economy, finish the depot, then transition immediately into heavy armor and another refinery.
- **4:08 Jev Router**: Enemy infantry rush near base; no combat units yet. Keep e1 flowing from barracks, set rally to intercept the infantry, and let harvester keep mining to rebuild economy. Flame tower coming online soon.
- **4:08 GPT-5.6 Terra**: Our infantry has reached the enemy start and has an exposed refinery in range. Finish the Service Depot, keep infantry production rolling, and press all combat units into the enemy base to destroy visible infrastructure.
- **4:16 Jev Router**: Enemy rifle infantry are already inside my base perimeter around (86-89,8-12) and I have no combat units yet. Cash is 0, so I must keep the harvester mining to fund production while infantry and the flame tower come online. No cash to start new buildings right now.
- **4:16 GPT-5.6 Terra**: Our forward rifle mass is already at the enemy refinery and should focus it down to open their base. Service Depot is nearly ready; place it immediately when available, then begin armor production once funds recover.
- **4:24 Jev Router**: Enemy has ~15 rifle infantry swarming right on top of my harvester at (89,11) and chewing my damaged refinery. With $0 cash my only income is that harvester, so priority one is yanking it south away from the enemy blob, then getting the Flame Tower up to push infantry off. My lone e1 stays at the base choke.
- **4:24 GPT-5.6 Terra**: Our infantry has reached the enemy ore field and should pressure the exposed harvester while searching for the refinery and base. Place the Service Depot now to unlock Heavy Tanks, then keep infantry flowing as funds arrive.
- **4:32 Jev Router**: Enemy rifle-infantry blob is camped right at my base edge (86-90,12-14), chewing on my 35% proc. I have almost no army and $0 cash, so priority is to keep the harvester mining and let the queued Flame Tower + infantry finish to push them off. Keep the lone rifle back to avoid feeding kills.
- **4:32 GPT-5.6 Terra**: Our infantry assault has reached the enemy base and their refinery is critically damaged. Keep the forward force focused on visible structures while the long infantry column attack-moves into the base to reinforce.
- **4:40 Jev Router**: Economy is the bottleneck: $0 cash with only one damaged harvester and a 35% refinery, while an 11-unit enemy rifle blob sits just west of my base. No cash means production stalls, so I must protect the harvester and let it mine while my flame tower finishes to blunt the infantry push. Keep the lone rifleman on defense near the choke rather than suiciding into 11 enemies.
- **4:40 GPT-5.6 Terra**: Our infantry swarm is inside the enemy base and their visible refinery and barracks are badly damaged. Focus fire the refinery first, then destroy the barracks while reinforcements continue advancing from the west.
- **4:48 Jev Router**: We're broke ($0, 0 storage) with the enemy infantry blob pushing our base. Nothing is affordable until the refinery finishes, so the priority is survival: keep the harvester safe/mining and keep our lone rifleman on defense rather than feeding it to 10 enemy infantry.
- **4:48 GPT-5.6 Terra**: Our infantry column is at the enemy start and the exposed barracks is critically damaged. Finish it immediately, then sweep the surrounding base area for remaining structures while income funds the next vehicle production.
- **4:56 Jev Router**: I'm broke ($0) with only 1 harvester and no refinery complete yet; proc is at 42%. Enemy infantry blob sits just west of my base. Best move is to keep the lone harvester mining and let the refinery finish so I get a free harvester and income, then rebuild. Nothing affordable to build right now.
- **4:56 GPT-5.6 Terra**: Our infantry mass has reached the enemy start area but has no current targets visible, likely due fog and destroyed forward structures. Push all combat units through the suspected base while keeping production cycling as ore arrives.
- **5:04 Jev Router**: Broke at $0 with a proc nearly done and a damaged harvester. Enemy infantry blob is hovering near my base but I can't build anything until the refinery finishes and gives income. Just keep the harvester mining and wait.
- **5:04 GPT-5.6 Terra**: Our infantry and rockets are advancing into the likely enemy start area, but no enemy structures are currently visible. Keep the entire force sweeping the northeast while income replenishes for heavy tank production and another refinery.
- **5:12 Jev Router**: We have no refinery and $0 cash, so proc is stalled. Selling War Factory gives $1000 to finish proc, grant a free harvester, and let Harvester #131 unload. Harvester will crush the enemy infantry blob threatening our Construction Yard.
- **5:12 GPT-5.6 Terra**: Our infantry swarm has reached the enemy start and the exposed Construction Yard is already damaged. Focus all combat units on destroying it immediately; with no enemy units visible this can end the game before further production is needed.
- **5:20 Jev Router**: My Construction Yard is nearly dead (6%) with ~20 enemy infantry swarming my base. I need to fight back with my 5 riflemen and get a barracks up fast to spam defenders. Let the 63% proc finish and queue a barracks behind it.
- **5:20 GPT-5.6 Terra**: Enemy Construction Yard is critically damaged and our large infantry force is already surrounding it. Finish it immediately while keeping barracks production active for reinforcements.
- **5:28 Jev Router**: We've lost our economy buildings (only two power plants remain, no fact/refinery/barracks), so we can't produce. All that's left is combat: 4 battered rifles vs 5 enemy infantry near (90,11). Best play is to focus-fire the enemy blob and pull the harvester husk to safety.
- **5:28 GPT-5.6 Terra**: Our infantry swarm has reached the enemy start and visible enemy infrastructure appears largely destroyed. Keep the mass aggressively sweeping the start area while expanding income and adding anti-vehicle infantry.
- **5:36 Jev Router**: Catastrophic position: no Construction Yard, no barracks/war factory, no combat units, only 2 power plants and a harvester husk. I cannot produce anything, so the enemy infantry will finish off my base. Nothing productive to build; I'll just preserve the harvester husk away from the enemy and keep the queues soft.
- **5:36 GPT-5.6 Terra**: Our infantry column has reached the enemy start and only a destroyed harvester is visible, so the enemy likely has remaining structures just outside current vision. Continue an aggressive sweep around the northeast while the refinery finishes and preserves economic growth.
- **5:44 Jev Router**: All buildings and units have been eliminated. Defeat is imminent with nothing left to control.
- **5:44 GPT-5.6 Terra**: The enemy start area is empty after our sweep, so their remaining structures are likely relocated elsewhere. Keep the infantry pressure moving through the eastern and southeastern map while the refinery and infantry queues complete.

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Source: https://evaljetty.com/openra/games/rr-jev-gpt56terra-g1.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
