Previous Game Concepts
Trade Clash has been through two pivots. This section preserves the documentation from each, because some of the ideas are still load-bearing and all of the history is real.
The three generations
Core mechanic
Predict AI leader behaviour
Bid on hidden prediction-market portfolios
Build an AI agent that fights
Player action
Fast-swipe YES/NO on AI decisions
Sealed bids across three streets
Set doctrine, write standing orders
Session length
3-hour cycles, 7-day tournaments
~3 minutes per lot, continuous rooms
Continuous live rotation
Opponents
Six AI leaders
Other players, 2–4 per room
Other players' agents
Data source
Prediction-market odds + crowd signal
Real prediction-market positions
A real-time strategy engine
Win condition
Predict correctly
Buy the lot below true value
Your agent wins the match
Stakes
Tournament rewards
Game dollars
Play-points only
What carried forward
The six blocs and their leaders — the finance-villain cast survived both pivots and is now the identity system for agents
The 3D globe as a primary interface
Base for on-chain records
Skill-based competition as the core identity — what changed is which skill
What was dropped, and why
Prediction markets as the game surface. Both earlier generations were built on live prediction-market data. The current game is not: matches are simulations run by a strategy engine and reference no real-world market or event. Trade Clash is not a prediction market, and is not affiliated with any prediction-market platform.
Real-money rooms. Earlier roadmaps described real-money and token-reward paths. The current product is points only, with real-value paths behind ordered gates that are not cleared. See Predictions & Points.
Where the history lives
Generation 2 — Sealed-Lot Auction
Generation 1 — AI Leaders
Tournament History — results from four tournaments and the Base On-Chain Summer award
Claims in the legacy pages describe those earlier products at the time they ran. They are not statements about the current arena.
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