---
title: "Jev Router vs GPT-5.6 Terra | OpenRA arena | Evals by Jetty"
url: https://evaljetty.com/openra/games/rr-jev-gpt56terra-g3.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-g3

# Jev Router vs GPT-5.6 Terra

GPT-5.6 Terra destroyed the enemy base after 5.2 game-minutes · 7.8 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/8197bf3a)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-gpt56terra-g3.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g3/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-gpt56terra-g3/runtime_config.json)

LOSS ukraine · west

Jev Router

typesafe/jev-router

Value destroyed$1,400Value lost$9,400
Units killed / lost14 / 16Buildings killed / lost0 / 5
Peak army$1,900Orders issued75
Decision turns (failed)39 (0)Mean latency5.5sModel cost$0.092

WIN russia · east

GPT-5.6 Terra

openai/gpt-5.6-terra

Value destroyed$9,600Value lost$1,600
Units killed / lost18 / 16Buildings killed / lost5 / 0
Peak army$2,600Orders issued64
Decision turns (failed)39 (0)Mean latency3.3sModel cost$0.266

## 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: deploy MCV to get Construction Yard, then start power plant. Nothing else visible yet.
- **0:00 GPT-5.6 Terra**: Deploy immediately and begin the standard Soviet economy opening. Build power first, then refinery while scouting with the MCV-derived base area later.
- **0:08 Jev Router**: Opening is underway: Construction Yard deployed and Power Plant building. Nothing else actionable until powr finishes; then I'll queue the Ore Refinery and a barracks.
- **0:08 GPT-5.6 Terra**: Construction Yard is deployed and the first power plant should be ready. Place it immediately, then begin ore income with a refinery.
- **0:16 Jev Router**: Opening is standard: Construction Yard is up, no units yet. Start with a power plant, then ore refinery for income. Enemy is likely at (12,16), far west of my start at (95,11).
- **0:16 GPT-5.6 Terra**: Construction Yard is deployed and we need power to unlock the refinery. Start the power plant immediately, then place it next turn and transition into ore income.
- **0:24 Jev Router**: Power plant is ready; placing it and immediately starting construction on the Ore Refinery to get our economy and first harvester rolling.
- **0:24 GPT-5.6 Terra**: Construction Yard is deployed and the first power plant is ready. Place it immediately and start an Ore Refinery to establish income.
- **0:32 Jev Router**: Economy start: need a refinery for income. Building proc now, then barracks and war factory.
- **0:32 GPT-5.6 Terra**: Power is online and we need immediate income. Start the first refinery, then establish barracks and a second refinery while scouting toward the enemy start.
- **0:40 Jev Router**: Refinery is currently building at 23%. Waiting for completion before placing and proceeding to barracks.
- **0:40 GPT-5.6 Terra**: The first refinery is still under construction, so I will preserve cash and place it immediately when ready. Then I will add barracks and a second refinery while starting scouts.
- **0:48 Jev Router**: Opening is underway: power plant done, refinery at 47%. No units to command yet. I'll save cash to place the refinery and immediately queue barracks then war factory.
- **0:48 GPT-5.6 Terra**: First refinery is still building; place it immediately when ready, then establish infantry production and a second refinery. Enemy is expected far northeast, so focus on economy and an early scouting force.
- **0:56 Jev Router**: Refinery is at 70% and the build queue is busy, so nothing new can be queued yet. No units exist and no enemy is visible. I'll just wait for the refinery to finish, then place it and immediately queue the barracks.
- **0:56 GPT-5.6 Terra**: First refinery is nearly complete; place it immediately when ready and transition into infantry production and a second income source.
- **1:04 Jev Router**: Ore Refinery is nearly done; place it to get the free harvester and keep cash flowing, then start barracks to begin infantry production. No military yet, so focus economy.
- **1:04 GPT-5.6 Terra**: First refinery is nearly complete; place it immediately and begin barracks construction to establish infantry production. Then expand into a second refinery and war factory.
- **1:12 Jev Router**: Proc is ready but my auto-place failed. I'll place it explicitly near the base to get the free harvester and start income. Barracks is already building.
- **1:12 GPT-5.6 Terra**: Place the first refinery immediately to start income while the barracks completes. Then add power for the upcoming war factory/refinery expansion.
- **1:20 Jev Router**: Barracks still building. Queue more power and a war factory for tanks, plus a second proc for economy. Once barracks completes, train infantry to scout toward enemy base.
- **1:20 GPT-5.6 Terra**: Barracks is still constructing while the first refinery provides income. Keep the harvester mining and place the barracks immediately when ready; then begin infantry production and transition toward a war factory.
- **1:28 Jev Router**: Place the barracks and immediately queue scouts and basic infantry. Start War Factory production to tech towards tanks.
- **1:28 GPT-5.6 Terra**: Barracks is ready and should be placed immediately. I will add infantry while building the power needed to support a War Factory, then start vehicle production.
- **1:36 Jev Router**: Opening is progressing: fact/powr/proc/barr up, war factory 16% building. Barracks is now online, so start training infantry for defense/scout. Cash is decent ($2613) so keep production flowing.
- **1:36 GPT-5.6 Terra**: Place the ready power plant and immediately tech into a War Factory while starting an infantry screen. Power will support the factory, and infantry can begin scouting east-northeast.
- **1:44 Jev Router**: Early game: base is set, war factory in progress (32%). Cash is healthy at $2325 which will fund the factory and power plant already queued. Keep the barracks producing and harvester mining; no enemy visible yet.
- **1:44 GPT-5.6 Terra**: War Factory is under construction and the base has ample power. I will keep infantry production running, scout east toward the enemy start, and transition immediately into refinery and armored production once the factory completes.
- **1:52 Jev Router**: Economy and production are busy; weap is at 49%. Infantry queue is full so nothing more to queue there. I'll keep harvesters mining and set rally points so new units gather safely near base until I have a strike group.
- **1:52 GPT-5.6 Terra**: War Factory is nearly ready and the rifle screen should keep scouting east toward the expected Allied position. Place it immediately when complete, then prioritize a second refinery for sustained vehicle production.
- **2:00 Jev Router**: War factory at 66% and infantry queue full (e3 x4, e1 x4). Cash healthy at $1388 with one harvester. Keep harvester mining and let queues finish; hold infantry near base as defense until the war factory is up so tanks can lead any push.
- **2:00 GPT-5.6 Terra**: War Factory will complete shortly; infantry are scouting east toward the likely enemy base. I will consolidate the rifle screen forward and prepare to place the factory immediately next turn.
- **2:08 Jev Router**: War Factory is almost done (82%). Sending one rifleman to scout west towards enemy base at (12,16). Prepping to place War Factory and start Heavy Tank/Harvester production.
- **2:08 GPT-5.6 Terra**: War Factory is nearly complete while the rifle screen continues scouting east toward the likely enemy base. Save cash for refinery and immediate vehicle production once the factory is placed.
- **2:16 Jev Router**: War factory nearly done — I'll place it next turn. Cash is tight, so keep barracks busy with cheap infantry and send a scout group toward the enemy start to locate their base while harvesting continues.
- **2:16 GPT-5.6 Terra**: War Factory is nearly ready; place it immediately when complete and use it for continuous vehicle production. Rifles will continue scouting toward the likely enemy start while the harvester keeps income flowing for a second refinery.
- **2:24 Jev Router**: War Factory is ready — place it near the base to unlock tanks. Economy is thin ($1 + $325 ore) with one harvester, so priority is getting the weap down and continuing infantry while the scout group probes toward the enemy start at (12,16).
- **2:24 GPT-5.6 Terra**: War Factory is about to complete; place it and begin vehicle production as income permits. Rifle screen continues scouting directly toward the likely enemy base while we expand to a second refinery.
- **2:32 Jev Router**: I'm nearly broke ($1) so economy is the priority: get the harvester mining and rally units. My scattered infantry can push the two weak enemy e1s at (69,20) while the hurt rifle retreats.
- **2:32 GPT-5.6 Terra**: War Factory is ready but was not placed successfully last turn, so place it immediately and keep the scouting infantry pushing toward the likely enemy start. The forward rifles have found a wounded enemy scout; eliminate it while the rear units catch up.
- **2:40 Jev Router**: Broke ($1) and low on economy with only one harvester. weap is in progress; keep it and let the harvester mine. Push the small rocket-soldier group west to scout for the enemy base while staying together.
- **2:40 GPT-5.6 Terra**: War Factory is online and the infantry column is advancing toward the likely enemy start. Spend incoming refinery funds on rifle reinforcements while keeping the harvester mining and pushing the whole force northeast.
- **2:48 Jev Router**: Economy is starving at $0 with only one harvester; war factory is nearly done so I'll push toward a second refinery and more harvesters. My small group keeps scouting west but should stay together and pick off the lone enemy rifleman.
- **2:48 GPT-5.6 Terra**: Our rifle mass is deep across the map and has encountered enemy rocket soldiers near the eastern approach. Keep infantry pressure moving toward the likely enemy start while income accumulates for a second refinery and vehicle production.
- **2:56 Jev Router**: Cash is $0 with only one harvester, so economy is the bottleneck. weap is nearly done; queue a second refinery (proc) next for income. Keep the harvester mining and hold the lone rocket soldier near base rather than throwing it away scouting.
- **2:56 GPT-5.6 Terra**: Our rifle mass is deep across the map and should keep pressuring the likely Allied start while the economy refills. The infantry queue is saturated; next spending priority is a second refinery, then a Service Depot for tanks.
- **3:04 Jev Router**: Economy is stalled at $0 with only one harvester, so weap/proc are blocked. Kuznetsov is right — I must stop the e1 cash drain, keep the harv mining, and accumulate ore to finish the War Factory for more harvesters/tanks. Only one e3 exists, so I'll keep it near the harvester to guard against enemy raiders.
- **3:04 GPT-5.6 Terra**: Second refinery is under construction and the rifle column is nearing the likely enemy start. Keep pressure toward the northeast while infantry production continues, then place the refinery immediately for stronger income.
- **3:12 Jev Router**: Cash is $0 and power is low, so production is stalling. One harvester is the lifeline; I must keep it mining and protect it while a lone e3 can't fight 6 riflemen head-on. Queue a power plant so it starts as soon as ore comes in.
- **3:12 GPT-5.6 Terra**: Our rifle mass has reached the likely enemy approach but has not spotted structures yet. Keep pressure moving east while the second refinery completes and maintain infantry production.
- **3:20 Jev Router**: 12 enemy Rifle Infantry are right outside my base at (90-91,10-12) and I have zero combat units plus $0 cash. Low power is stalling everything. I need to keep production moving and get some cheap defenders, while keeping the harvester safe and mining for income.
- **3:20 GPT-5.6 Terra**: Our rifle column has reached the enemy Construction Yard and no defenders are visible. Focus all infantry on destroying it while the second refinery completes to restore income growth.
- **3:28 Jev Router**: Broke and low on power with an enemy e1 rush closing in on the base. Cancel the War Factory to free cash so the queued Power Plant can start, keep the harvester mining, and rely on barracks infantry already queued for defense.
- **3:28 GPT-5.6 Terra**: Our rifle swarm is already on the enemy Construction Yard and should finish it immediately. Keep all infantry pressure focused there while the refinery completes to restore income.
- **3:36 Jev Router**: Construction Yard is at 44% HP under attack by enemy riflemen. Harvesters take minimal damage from rifle bullets and crush infantry, so ordering Harvester #131 to run over the enemy swarm while repairing the ConYard.
- **3:36 GPT-5.6 Terra**: Our rifle swarm has nearly destroyed the exposed enemy Construction Yard; finish it immediately, which may end the game if it is their last building. The second refinery is progressing and infantry production remains queued.
- **3:44 Jev Router**: Critical: CYard at 10% HP under threat from a large enemy infantry swarm right next to my base. Must prioritize repairing, get power online, and mass infantry to defend. Keep harvester mining away from the swarm.
- **3:44 GPT-5.6 Terra**: The enemy Construction Yard is down to 10% and our infantry are already surrounding it. Finish it immediately; destroying this key building may end the game if it is their last structure.
- **3:52 Jev Router**: We lost our Construction Yard (only proc/barr/weap remain) and are on $1 cash with low power, while a 14-strong enemy rifle swarm pounds our base. No CYard means no new buildings, so survival hinges on harvesting for cash and cranking out rifle infantry to defend; rockets are weak vs the enemy's infantry.
- **3:52 GPT-5.6 Terra**: Our infantry are inside the enemy start area and their damaged Construction Yard was last seen at (95,11). Eliminate the exposed harvester while the forward infantry continue sweeping the enemy base location; refinery and rifle production will complete when funds permit.
- **4:00 Jev Router**: Still low on power and no CYard, relying on infantry and vehicle production once funds come in. Harvester is out gathering; keep troops guarding the choke near our base and repair the barracks.
- **4:00 GPT-5.6 Terra**: Our infantry have reached the enemy start and their Construction Yard was nearly destroyed; keep all combat units pressing there for a decisive finish. The second refinery is nearly ready and will restore our economy.
- **4:08 Jev Router**: Crisis: no Construction Yard, zero power, $1 cash and enemy infantry swarming our base from the west. Can't build anything until the harvester brings in ore, so priority is getting income flowing and keeping the rifle alive to defend.
- **4:08 GPT-5.6 Terra**: Our infantry is already inside the exposed enemy base, with their barracks and damaged harvester visible. Finish the barracks immediately while the refinery completes, then use the new income for heavy production infrastructure.
- **4:16 Jev Router**: No Construction Yard and low power — economy is crippled. Priority is to get the lone harvester mining again for cash, then rebuild a Construction Yard via an MCV from the War Factory. Enemy infantry are pushing near (90-92) so I'll keep the barracks spamming cheap riflemen and hold position rather than throw away my few units.
- **4:16 GPT-5.6 Terra**: Our infantry is already inside the enemy start area and their visible barracks is badly damaged. Keep the assault focused on eliminating it and nearby defenders while reinforcements advance from the west; the refinery and infantry queues will complete as income resumes.
- **4:24 Jev Router**: Base is crippled (no CYard, 1 harvester at 50%, $1 cash). Only immediate goal is to get income flowing: send the harvester back to mining so it can deposit its load and keep the war factory funded. Nothing affordable to build yet.
- **4:24 GPT-5.6 Terra**: Our infantry has reached the enemy start area and must sweep for remaining buildings while the second refinery completes. Keep the harvester mining and rally all new infantry directly toward the enemy base.
- **4:32 Jev Router**: We're crippled with no Construction Yard and near-zero cash; only a damaged harvester and a War Factory remain. Can't build tanks (need Service Depot) and can't rebuild the CYard, so the best play is to keep the harvester mining to bank cash and rebuild economy, while queuing a cheap unit for defense against the enemy infantry blob.
- **4:32 GPT-5.6 Terra**: Our infantry is already inside the enemy start area and has found a damaged War Factory; finish it immediately while the trailing squads continue forward. Place the second refinery to stabilize income, then start the Service Depot for heavy tanks.
- **4:40 Jev Router**: We're crippled: no Construction Yard means no new buildings ever, so all we have is the war factory. 13 enemy e1 are sitting on our old base area near the weap, which is at 55% and under threat. Cancel the expensive harvester and get an APC out fast (it can crush the infantry blob), keep the harv mining for the little income we have.
- **4:40 GPT-5.6 Terra**: Our infantry is already inside the exposed enemy base, with their damaged War Factory and Refinery visible. Focus-fire both structures immediately while the trailing troops continue advancing; keep the lone harvester mining and production queues active.
- **4:48 Jev Router**: Weap #160 is under heavy attack by an infantry blob and down to 26% HP. We must repair #160 immediately and send our harvester to run over/crush the infantry clustered around (94,10).
- **4:48 GPT-5.6 Terra**: Our infantry is inside the exposed enemy base and the damaged War Factory should fall immediately; then focus the Refinery. Keep the trailing force advancing to finish any remaining structures while our refinery completes for economic recovery.
- **4:56 Jev Router**: Catastrophic position: no Construction Yard, no production buildings, one refinery and one damaged harvester vs 13 enemy infantry. I cannot build anything this turn, so the only useful action is keeping the harvester mining safely away from the enemy blob.
- **4:56 GPT-5.6 Terra**: Our rifle mass is already inside the enemy base area and the visible refinery is exposed. Place the second refinery immediately for income, eliminate the refinery, and send trailing infantry/rockets to join the assault.
- **5:04 Jev Router**: I have no Construction Yard, so I cannot produce anything - just a damaged refinery and a harvester. My only play is to keep the harvester mining safely away from the enemy infantry blob at (93-94,10-14) and repair the refinery to preserve score/assets.
- **5:04 GPT-5.6 Terra**: Our infantry has reached the exposed enemy refinery and should finish it immediately, while rocket soldiers reinforce the assault. Keep pressure on the likely enemy base position as income resumes and the Service Depot completes.

---
Source: https://evaljetty.com/openra/games/rr-jev-gpt56terra-g3.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
