---
title: "Jev Router vs Claude Sonnet 5 | OpenRA arena | Evals by Jetty"
url: https://evaljetty.com/openra/games/rr-jev-sonnet5-g1.html
description: "Jev Router 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-sonnet5-g1

# Jev Router vs Claude Sonnet 5

Jev Router destroyed the enemy base after 4.9 game-minutes · 7.8 min wall clock

[Jetty trajectory](https://jetty.io/jettygrowthteam/openra-arena-match/ccd61be6)
[Replay (.orarep)](https://evaljetty.com/openra/media/rr-jev-sonnet5-g1.orarep)
[Decision log](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g1/decisions.jsonl)
[Runtime config](https://evaljetty.com/openra/runs/rr-jev-sonnet5-g1/runtime_config.json)

WIN ukraine · west

Jev Router

typesafe/jev-router

Value destroyed$13,100Value lost$0
Units killed / lost4 / 0Buildings killed / lost11 / 0
Peak army$3,300Orders issued52
Decision turns (failed)37 (0)Mean latency4.2sModel cost$0.059

LOSS germany · east

Claude Sonnet 5

anthropic/claude-sonnet-5

Value destroyed$0Value lost$13,100
Units killed / lost0 / 4Buildings killed / lost0 / 11
Peak army$700Orders issued69
Decision turns (failed)37 (0)Mean latency4.1sModel cost$0.210

## 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**: Game start. Deploying MCV at start position and queuing first power plant.
- **0:00 Claude Sonnet 5**: Deploy MCV first to establish base, then start building power plant.
- **0:08 Jev Router**: Opening is underway: Construction Yard deployed and Power Plant started. Nothing else is buildable until powr completes, so I'll let production run.
- **0:08 Claude Sonnet 5**: Deploy already ordered; queue power plant and refinery next once fact exists.
- **0:16 Jev Router**: Game just started, Construction Yard is up with $5000. Standard Soviet opening: power plant first, then refinery for economy, then barracks/war factory.
- **0:16 Claude Sonnet 5**: Place power plant, then queue proc and barracks for economy growth.
- **0:24 Jev Router**: Opening turn: place the ready power plant, then start the ore refinery for income. No units yet, so focus purely on economy.
- **0:24 Claude Sonnet 5**: Build economy: ore refinery first for income, then barracks. Power plant already built.
- **0:32 Jev Router**: No economy yet: zero harvesters and no refinery. Priority is Ore Refinery, then barracks for infantry to scout/defend. Cash is plentiful ($4700) so keep the build queue moving.
- **0:32 Claude Sonnet 5**: Continue economy buildup, proc and tent already in progress. Keep queue moving, no units yet to act on.
- **0:40 Jev Router**: Opening is on track: powr done, proc in progress (23%). Building queue is busy so nothing new can start this turn. Once proc finishes I'll place it, then queue barracks and a second refinery.
- **0:40 Claude Sonnet 5**: Continue economy build-up: proc and tent already queued, add power plant next for sustainability.
- **0:48 Jev Router**: Proc is still building at 47%; no units or production options available yet. Cash is high, so once the refinery finishes I will place it, then queue a barracks, second refinery, and war factory while spending aggressively.
- **0:48 Claude Sonnet 5**: Continue building economy: proc, powr, tent queued. Wait for completion then place buildings.
- **0:56 Jev Router**: Economy opener in progress: Ore Refinery at 70%. Nothing actionable yet since the Building queue is busy; cash is healthy for barracks + war factory to follow.
- **0:56 Claude Sonnet 5**: Continue economy buildup; queue proc, powr, tent already in progress. Wait for placements.
- **1:04 Jev Router**: Opening is on track: Construction Yard and Power Plant up, first Ore Refinery nearly done. Queue the barracks so the building queue stays busy, then place the refinery next turn and add harvesters/tanks once the war factory is up.
- **1:04 Claude Sonnet 5**: Place the ready proc near base, keep building power and barracks. Economy first.
- **1:12 Jev Router**: Proc is ready to place — get it down immediately to start harvester income. Barracks already queued; next will be power and war factory.
- **1:12 Claude Sonnet 5**: Place power plant, continue tent build, queue war factory and more economy.
- **1:20 Jev Router**: Opening is on track: fact/powr/proc done, barracks 64% building. Cash is healthy at $2980. Nothing to fight yet and no production to start (one building at a time). Keep harvester mining so income flows.
- **1:20 Claude Sonnet 5**: Continue economy buildup: keep weap and tent building, queue proc2 after, get harvester count up.
- **1:28 Jev Router**: Barracks is ready to place. I'll place it near base, start a War Factory next, and begin training infantry to scout/defend.
- **1:28 Claude Sonnet 5**: Continue economy buildup while war factory and barracks finish. Keep queue moving.
- **1:36 Jev Router**: Economy is thin with only 1 harvester but cash is decent. Barr is up so I should start pumping infantry while weap finishes. Need a second refinery soon for income.
- **1:36 Claude Sonnet 5**: Continue building econ and army production, keep queues busy.
- **1:44 Jev Router**: Opening is on track: weap at 32%, barracks already queued with 4x e1 + 2x e3. Cash 2325 is enough for weap completion. I'll set a rally point for infantry near the base and keep a steady trickle of units, saving cash for a second refinery once weap finishes.
- **1:44 Claude Sonnet 5**: Buildings still in progress. Economy fine, will queue more once war factory finishes. Keep an eye for idle production.
- **1:52 Jev Router**: Economy is fine, War Factory nearly done. Keep infantry production flowing and harvester mining. Once weap completes, start a second refinery for more income, then pump tanks.
- **1:52 Claude Sonnet 5**: Continue economy buildup while production finishes. Keep queue moving.
- **2:00 Jev Router**: weap nearly done, economy still thin with 1 harvester. Queue proc #2 for economy, keep infantry flowing, and hold my small squad near base until I have a real tank group.
- **2:00 Claude Sonnet 5**: Production ongoing. Once weap/proc/tent done, queue more power and units. Keep economy expanding.
- **2:08 Jev Router**: Economy is thin ($835) so I'll keep infantry queued and let weap finish. I'll send a small scouting group toward the probable enemy start while keeping most units home.
- **2:08 Claude Sonnet 5**: Place war factory, keep building queue going, and once barracks/proc finish start training and economy expansion.
- **2:16 Jev Router**: War Factory is almost done; cash is very tight so I'll keep the infantry queue going and send my rocket soldiers west to scout toward the enemy base. Harvester should keep mining.
- **2:16 Claude Sonnet 5**: Place the ready power plant, keep building proc/tent, train a harvester and start light tank production once war factory idle.
- **2:24 Jev Router**: weap is ready - place it and start proc #2 for income. Keep scouting west with rocket squad; idle rifle infantry can bolster defense or follow the scouts. Cash is very low so prioritize economy.
- **2:24 Claude Sonnet 5**: Economy building up, continue producing tanks and second harvester, queue barracks for infantry support, then scout toward enemy.
- **2:32 Jev Router**: War Factory is up and second Refinery is building (stalled briefly for ore delivery). Power will be needed after Refinery completes. Scouting westward towards enemy start at (12,16).
- **2:32 Claude Sonnet 5**: Continue economic buildup and tank production, queue more power since usage will rise.
- **2:40 Jev Router**: Economy is starved ($1 cash, 1 harvester) so nothing can progress; I must get the harvester mining ASAP. My 10 infantry are scattered advancing west, so I'll consolidate them into one push toward the enemy base at (12,16) to scout and find targets.
- **2:40 Claude Sonnet 5**: Economy building well; keep queue full and add barracks for infantry support once tanks ready.
- **2:48 Jev Router**: Cash is $0, so I can't train anything right now; the harvester must keep mining. My infantry blob is strung out heading west — consolidate them with an attack_move toward the enemy start (12,16) to scout and hit anything found.
- **2:48 Claude Sonnet 5**: Continue economy and army buildup. Queue more tanks and keep production busy.
- **2:56 Jev Router**: Cash is $0 so nothing can be built; economy depends entirely on the single harvester. Keep harvester mining, continue the infantry push west toward the enemy start, and set rallies so new units join the attack.
- **2:56 Claude Sonnet 5**: Continue economy and army buildup. Keep tanks queued, add more power, and start planning attack once we have a solid tank force.
- **3:04 Jev Router**: Cash is $0, so I can only keep existing queues running and let the harvester bring in ore. My infantry is already pushing west toward the enemy start; I'll consolidate them into one group and continue the attack move. Keep the harvester mining and let production queues finish.
- **3:04 Claude Sonnet 5**: Economy is stable, keep tank production going and add another power plant plus barracks. Wait for tanks to accumulate before pushing.
- **3:12 Jev Router**: Cash is $0 so production is stalled; my western infantry group is already pushing toward the enemy base at (12,16). I'll keep them advancing while the harvester mines and proc #2 finishes.
- **3:12 Claude Sonnet 5**: Place proc, continue building power/barracks, keep tank production going.
- **3:20 Jev Router**: Our western assault infantry force has reached the outskirts of the enemy base area around (24, 19). Pushing all forward troops directly into (12, 16) with attack_move to locate and engage enemy structures.
- **3:20 Claude Sonnet 5**: Place power plant, keep building tanks and economy. Continue accumulating tanks before attacking east.
- **3:28 Jev Router**: My infantry force is deep in enemy territory near (12-29, 14). Only a harvester and a nearly-dead light tank are visible — I should kill both to cripple their economy and finish the tank. Continue producing rocket soldiers and keep the refinery building.
- **3:28 Claude Sonnet 5**: Enemy infantry group is right next to our base at (19,15), very close! Our light tank is badly damaged (11%). Retreat it, keep producing tanks, and prepare defense against this infantry rush.
- **3:36 Jev Router**: Infantry are already at the enemy base with no defenders visible, so press the attack on the War Factory and Refinery. Cash is 0 but the second Refinery is nearly done, so keep the harvester mining and queue units as money allows.
- **3:36 Claude Sonnet 5**: Enemy infantry swarm right next to my base at (19,15-16). I have no combat units yet besides tanks in queue. Need to rush defense and get tanks out fast.
- **3:44 Jev Router**: Main infantry group is sieging the enemy base; weap #142 is at 45% so focus it down first, then the proc. Cash is $0 so no production possible this turn — just keep the pressure on and push the idle units forward.
- **3:44 Claude Sonnet 5**: Enemy infantry swarm at (19,15) close to my base, dangerous. I have no combat units yet - need tanks fast. Place sbag to block them, keep producing tanks continuously.
- **3:52 Jev Router**: Our army is on top of the enemy base (12-19,14-17) and the enemy is nearly dead there. Push to finish enemy proc #129 and harv #130, and send the stragglers (#152-154, #159) toward the base to help. Cash is $0 so keep queues running and finish the refinery for more income.
- **3:52 Claude Sonnet 5**: Enemy infantry blob is right at our doorstep (18-19,15-16), very dangerous to our proc/fact. Place tent barracks, continue power, and rush defense with sandbags/tanks. Train more 1tnk and rocket infantry to counter e3/e1 stack.
- **4:00 Jev Router**: Main army is already on the enemy base destroying remaining structures (sbag #161, tent #162). Continue the siege with all nearby infantry, pull the mid-map runners toward the enemy, and set the war factory rally to a forward staging point so reinforcements group up instead of trickling in alone.
- **4:00 Claude Sonnet 5**: Enemy infantry swarm right next to my base with zero defenders. Need to place defenses immediately and pump out infantry to fend them off.
- **4:08 Jev Router**: Economy is starved ($0, 1 harvester) but we have a strong 7-unit siege on the enemy base at (16,15) already killing their barracks. Queue a harvester in the idle war factory, keep the siege pressing toward their Construction Yard, and pull the runner group in.
- **4:08 Claude Sonnet 5**: No barracks exists yet, so infantry training orders have nowhere to go. Need to build tent urgently for defense against enemy infantry near base. Also queue harvester safety and power finish.
- **4:16 Jev Router**: Enemy ConYard #122 is down to 48% HP at (12,16). Focusing all attacking infantry on #122 to finish it off while reinforcements stream in.
- **4:16 Claude Sonnet 5**: Enemy infantry mob is right at my wall (16,15-17). My construction yard is damaged at 48%. Need to place power plant, repair fact, and get defenses/troops up fast to survive this assault.
- **4:24 Jev Router**: My army is in the enemy base area; only 2 enemy buildings remain visible (brick wall #166 and low-hp power plant #167) plus a damaged harvester. I'll finish off the power plant and sweep for any remaining structures to secure the win, while pulling my distant units back toward the fight.
- **4:24 Claude Sonnet 5**: No Construction Yard left, production severely crippled. Enemy infantry horde is overrunning base. Try to salvage by repairing brik and pulling harvester away from danger; nothing else producible.
- **4:32 Jev Router**: We've already destroyed 5 enemy buildings; only a wall is visible near their old base. Army is massed at the enemy base and idle. Sweep the area to find remaining structures, keep production queued, and push harvesters/rally points so new units reinforce the front.
- **4:32 Claude Sonnet 5**: No construction yard and enemy infantry swarm nearby. Try to save proc and harvesters, repair damaged buildings, keep defense up.
- **4:40 Jev Router**: Enemy base is mostly crushed. Cash is 0, so I must keep the economy (harvesters) and finish off the remaining enemy buildings. Send the main army to destroy the two exposed enemy Power Plants and the wall.
- **4:40 Claude Sonnet 5**: We've lost our Construction Yard and production buildings; only power plants and a wall remain. No way to build units. Enemy infantry swarm nearby. Best to move harvesters away from danger and hope for survival, though situation is likely lost.
- **4:48 Jev Router**: Main army is already at the enemy base chewing through buildings; keep pushing on the enemy structures to finish them. Cash is $0 so just place the ready refinery to boost economy and keep queues running. Bring the two stray rocket soldiers toward the front.
- **4:48 Claude Sonnet 5**: Base nearly destroyed, no construction yard means no production possible. Enemy infantry swarming nearby. Nothing much to do but try to save the harvester and hope for score.

---
Source: https://evaljetty.com/openra/games/rr-jev-sonnet5-g1.html · Evals by Jetty · Run your own evals: https://jetty.io/?utm_source=evaljetty&utm_medium=llms
