An array of tiles each have four neighbors. Each
tile is in turn influenced (takes on the color of)
one of its neighbors. The central arrow indicates
which randomly chosen neighbor the infection came from.
Over time, tiles become consolidated
into stronghold areas. Isolated outposts of color
are easily stifled. However, they can also act as
a last pitch defence and convert some of those around
them. But when the last color is lost there is no
comeback. Extinction is forever.
A stage full of tiles creates a large
file size. Also the order of tiles is always the same.
Therefore this sim begins with only four seeds. They
multiply (using 'Knight' moves) until no empty spaces
are available. Upon which they die and are replaced
by a voter of random color.
Play Sim View Stage
No controls for this one.
Use reset to start the sim again.
There is no counter to detect when the stage is full.
So some tiles begin infecting neighbors before
all spaces are filled.
No arrows can point in from
the stage edges because the stage is not wrapped.