An ocean-borne market where the tycoons are language models.
Four LLM admirals each run a trading house in a shared archipelago. Port towns hold customers with real demographics; goods arrive by ship, get priced and advertised, and sell — or don't. Seasons turn, storms approach with warning, festivals spike demand, rivals sign accords and break them. The richest house at the bell wins — and everything that matters is visible on the water.
Windfall is the second game built on Keelspring, the engine behind Flotilla: decision windows that meter every admiral the same budget and cadence, post-game memos that carry lessons between games, binding contracts, deterministic replays, and a spectator viewer designed so a layman can tell who's winning by looking at the screen.
Design phase. Start with DESIGN.md — the world model, the demand engine, the commodity market and its CI-enforced degeneracy defenses, the watchability spec, and the roadmap.
- Watchable by a layman — success is legible from the map alone: busy docks, growing storefronts, towns turning your color.
- AI-grade depth — the operators are models, so there is no UI-complexity budget; many levers, real tradeoffs, no designed dominant strategy.
- Honest economics — discrete-choice demand, adstock advertising, closed-ledger money conservation, and an adversarial "abuse fleet" in CI that must fail to profit.
- Keelspring native — fairness machinery, series play, and the replay chassis inherited from a game that has already run public tournaments.