N-Sided Cycle
Arrange 2–20 factions around a ring. Each faction beats the clockwise half and loses to the counterclockwise half; diametrically opposed factions in even-sized games resolve contact randomly. Conversion changes faction only, keeping count, size and speed constant.
Processed locally in your browser; data is not uploaded
Features
- Two to twenty configurable factions
- Three-faction cycle by default
- Perfectly symmetric odd-faction matchups
- Random resolution for opposite even-faction matchups
- Immediate faction conversion on contact
- Equal clustered ring initialization
- Constant total population, size and speed
- Live chart for every faction
- Constant speed from 0.1×–10×
- Ecosystem-canvas fullscreen
- Fully local browser simulation
FAQ
How are multi-faction matchups kept balanced?
Factions sit in color order around a ring. Each beats the clockwise half and loses to the counterclockwise half; with an even number, diametrically opposed factions resolve contact randomly.
Why can a leading faction suddenly decline?
As one faction grows, it creates more targets for the factions that beat it. Clustering, collision order and random launch directions can all reverse the balance.
Are balls created or removed?
No. Conversion changes color only, so total population, individual ball size and selected speed remain constant throughout a run.
When does evolution end?
The simulation stops automatically when only one faction remains. Regenerate to observe another random evolutionary path.
Is any data uploaded?
No. Movement, collision, conversion and chart rendering all remain in the current browser and are not written to local storage.
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