URI:
       [HN Gopher] Pirates, a naval warfare game inspired by Sid Meier'...
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       Pirates, a naval warfare game inspired by Sid Meier's Pirates
        
       Author : iweczek
       Score  : 304 points
       Date   : 2026-06-12 17:07 UTC (23 hours ago)
        
  HTML web link (piwodlaiwo.github.io)
  TEXT w3m dump (piwodlaiwo.github.io)
        
       | HiroProtagonist wrote:
       | Sid Meier's Pirates on the iPad was a great experience. Bummer it
       | isn't supported in modern iOS.
        
         | iweczek wrote:
         | I did not know that, I have an old iPad, going to look for it
        
           | JMiao wrote:
           | removed from app store, sadly
        
       | Apreche wrote:
       | At first I was frustrated because I didn't know what the controls
       | were. The arrows were moving, but nothing seemed to shoot.
       | 
       | Then I realized the space bar _was_ shooting. You just can't see
       | the bullets because they are tiny black dots on a dark blue
       | background.
        
         | iweczek wrote:
         | Thank you for the feedback! I'm going to address both points
         | tonight when I get back home.
        
       | monkeywork wrote:
       | Well done - that was a fun little distraction :)
        
         | iweczek wrote:
         | Thanks!
        
       | zuzululu wrote:
       | this game is crazy fun
        
         | iweczek wrote:
         | Thanks!
        
       | dbingham wrote:
       | That was fun, but the AI and the balance need some work.
       | 
       | It's too easy to win as the small boat. You just stay ahead of
       | your opponent and then turn back and strafe periodically.
       | 
       | It would be _much_ more challenging if you added wind and
       | realistic sailing dynamics. If wind direction vs sail orientation
       | mattered to your speed and boat characteristics weren 't as
       | simple as smaller = faster then I think it would be much better
       | balanced and way more fun/challenging!
        
         | matthewfcarlson wrote:
         | I just went into a circle and shot, won every time for every
         | boat
        
         | dbingham wrote:
         | On further play, really the only match up where I had any
         | trouble was large vs large. (As a side request, it would be
         | nice to be able to choose your opponent!)
         | 
         | With both small and medium, you can just strafe back and forth
         | in front of your opponent if you're faster than them. With
         | medium and large, you can just circle them and absorb more
         | punishment than them when you're larger than them.
         | 
         | Multi-player would solve the AI problem -- especially if it was
         | more than 1v1 -- and then it would be more challenging.
         | 
         | But I would still request realistic wind and sailing dynamics.
         | That strafing maneuver isn't really possible with real wind
         | dynamics, because you slow down as you swing around and that
         | allows the opponent to catch up to you and return fire. You
         | could have a little arrow in a corner of the screen that shows
         | the wind direction. You don't even have to make the sails
         | movable, you could just have your speed be proportional to how
         | orthongal your sails are to the wind direction in the simplest
         | implementation.
         | 
         | It would add a whole new element to it that would make it much
         | more challenging! :)
        
           | iweczek wrote:
           | Thanks for playing and the feedback. I plan on adding wind
           | dynamics very soon. Letting you choose opponent instead of
           | random should be easy. Multiplayer with more than 1 would be
           | interesting, I like that idea!
        
         | stackghost wrote:
         | That's interesting, because I found it trivial to win with the
         | largest boat. Tank one hit, lead your target, blast away. I
         | remain undefeated with the largest boat.
         | 
         | By contrast I found winning with the medium boat required the
         | most skill, and lost the first few times I tried.
        
         | Mtnh2o wrote:
         | Highlighting that game mechanics are hard - I struggled with
         | your strategy but found it too easy to be the tank. Turn in a
         | circle and shoot and rely on the higher HP + cannon loading.
        
           | dbingham wrote:
           | Fair!
        
         | idontwantthis wrote:
         | The cannonballs should have randomized elevation as well so
         | that "raking" the bow and stern is more likely to get hits than
         | hitting the side. Hits on the bow and stern should also do more
         | damage. Cross the T!
        
         | carpo wrote:
         | If I remember correctly, the original was like this too. I
         | always used the sloop and would often beat much larger ships.
        
           | chongli wrote:
           | Yeah so the other factor missing is gun calibre and ship hull
           | reinforcement/design. The reason sloops didn't dominate
           | against ships of the line came down to these factors, as well
           | as sheer number of guns.
           | 
           | A sloop's guns were generally so light the balls would bounce
           | off the hull of a ship of the line. The sheer weight of
           | firepower in return would shred a sloop to pieces. Add on to
           | that the fact that heavier guns can achieve longer range when
           | trained at the right angle, and a sloop can't really get
           | anywhere near a ship of the line and live to tell the tale.
        
             | iweczek wrote:
             | I plan on adding wind dynamics. The largest ship has 1 more
             | cannon, do you think I should add more? or perhaps longer
             | range on the larger ship cannons?
        
               | chongli wrote:
               | Longer range would help! I should also note that ships
               | had forward- and aft-firing guns in addition to the main
               | batteries on the gun decks firing to the sides. A smaller
               | ship merely trying to run away could be fired upon until
               | it got out of range.
        
           | iweczek wrote:
           | yes, i also always chose the Sloop and would usually win.
        
       | ms_menardi wrote:
       | make it multiplayer, I dare ya >:)
       | 
       | (if you need this kind of motivation)
        
         | sudo-rsingh wrote:
         | Yup totally support that.
        
       | k2xl wrote:
       | Fun but should have difficulty levels!
        
         | iweczek wrote:
         | Love the feedback, just wondering how to implement that. More
         | difficult means your ship moves slower? you reload slower? your
         | hits cause less damage? Need to think about that...
        
       | Jeema101 wrote:
       | Illustrates the importance of 'crossing the T' in naval warfare
       | before there were turreted guns. :)
        
       | hermitcrab wrote:
       | Fun. Maybe you could add some random features for a bit more
       | variety. Shallows, islands, fog banks etc.
        
         | iweczek wrote:
         | Thanks for playing! That's an interesting idea, thanks.
        
       | ez8 wrote:
       | Good but too easy
        
       | inasio wrote:
       | Nice job! Sid Meier's Pirates is one of my favorite games, wish
       | they brought it back (I still play it occasionally, can't believe
       | it never got a remake)
        
         | kevinmchugh wrote:
         | It was remade in 2006
        
           | Am4TIfIsER0ppos wrote:
           | Maybe like me that is the only one they've played. I didn't
           | know there was an earlier one for several years.
        
       | alt227 wrote:
       | Great game!
       | 
       | Reminds me very much of Overboard for the PS1 back in 1997.
       | 
       | https://www.youtube.com/watch?v=71accvNZ0aA
        
         | sfRattan wrote:
         | I remembered seeing this game as a kid, but the name sounded
         | off... And Wikipedia reveals it was released in North America
         | (NTSC format) as "Shipwreckers!"[1]. It also featured _5-player
         | local multiplayer_ if you had multitap, according to the
         | article, and I remember most other games of the era supporting
         | at most 4 players locally. I 'll have to find this one and give
         | it a try!
         | 
         | [1]: https://en.wikipedia.org/wiki/Overboard!_(1997_video_game)
        
       | wolttam wrote:
       | Cute but I won first time on all 3 sizes
        
       | fabiensanglard wrote:
       | Nothing is moving on the screen for me :/ ! I can't pick the
       | ship.
       | 
       | Console shows no error.
        
         | toxicunderGroov wrote:
         | Same here, using Firefox 151.0.4
        
           | san_dimitri wrote:
           | did you try arrow keys and space bar?
        
           | iweczek wrote:
           | on a mac, windows, or linux? I have tested it in both
           | browsers only on the mac but I don't see any reason why it
           | would not work on a different OS since it is only HTML5
           | canvas
        
             | williadc wrote:
             | I also experience this on Firefox 151.0.3 on Linux
        
       | JMiao wrote:
       | my kid has 50+ hours in sid meier's pirates and told me they
       | stare at the world map in their classroom and try to locate towns
       | and ports in the caribbean when they're bored. i will show your
       | game to them, though i am certain the first thing they will ask
       | for is chain shot.
       | 
       | not to discourage your good work, but here's another project
       | worth checking out if sid meier's pirates is your thing.
       | https://tinywind.io/
        
         | iweczek wrote:
         | Nice, I still remember that map even though I haven't played
         | the game in decades :) tinywind looks very cool, thanks for
         | sharing.
        
           | tinywind wrote:
           | Thanks for the shoutout! Always love to see people building
           | cool things
           | 
           | tinywind.io just added a new game mode and has a PvP and
           | Steam release in the works :)
        
         | madduci wrote:
         | This is really cool
        
       | mgc8 wrote:
       | This is pretty cool as a prototype, nice job! I'd say it needs
       | some progression (one-on one to one-on-multiple, think 1xL
       | against 2xS, etc.), as well as some more map variation (channels,
       | islands, hazards like a giant whirlpool, kraken, the works). As a
       | final shape, multiplayer would be pretty cool, but of course
       | that's quite a bit more difficult... But I for one would be there
       | for it :)
        
       | alexpotato wrote:
       | This 100% has the "vibe" of the original game but should include
       | that if you sail "into the wind" it slows you down.
       | 
       | Also, I've been trying to make a remix of SMP but with a princess
       | theme for my daughters. Been experimenting with making other
       | games to practice building out game mechanics and stumbled into
       | making a game where you manage a Soviet Tractor Factory [0].
       | 
       | I'm interested to see if developing parts of Game A lead to Game
       | B which in turn lead you back to interesting ideas for Game A (or
       | maybe better Game C).
       | 
       | 0 - https://alexpotato.com/games/tractor47/?l=hn
        
         | alexpotato wrote:
         | If people have feedback on the game, would love to hear it on
         | the below link: https://news.ycombinator.com/item?id=48503530
        
           | tgsovlerkhgsel wrote:
           | That link doesn't work, so I'll respond here: My impression
           | is that my ship always has a better turn rate than the other
           | ship, so if I ever manage to get into the enemy ship's e.g.
           | 4'oclock position, I can keep turning towards it, it will
           | (slowly) turn towards me while consistently shooting behind
           | me, and I can consistently hit it.
        
           | LearnYouALisp wrote:
           | Well, have you dogfooded it and how many times?
           | 
           | I have hundreds of turns on it now, at least.
        
           | IgorPartola wrote:
           | I don't see a way to succeed at this game. The issue is that
           | there doesn't seem to be a way to meet the first 5 year plan
           | and it's all downhill from there.
           | 
           | But this really points to a deeper problem: in a game like
           | this you have to pick one of two philosophies. Either the
           | idea is to find the one algorithm that makes it work because
           | the game is doing the same thing every time, or the game has
           | an RNG that makes some games winnable and some not. The in
           | between path is difficult to balance. You could for example
           | dynamically adjust the difficulty such that if the player
           | gets hit with a bad string of choices generated by the RNG
           | then the difficulty is temporarily dialed down and when the
           | player is having good luck the difficulty is raised. But I
           | think for this kind of turn based idle game it is more about
           | discovering the player algorithm that works and I see no
           | algorithm that could work here.
           | 
           | I do however absolutely love the vibe of the game. I think
           | with a little more attention it could be absolutely amazing.
        
         | verelo wrote:
         | So, I love this little game. I've been wanting to remake
         | Scorched Earth for years, just for fun.
         | 
         | Decided to experiment with this repo today, adding multi
         | player, islands that can sink the ships (that the ships cant
         | shoot through), and a few other things to the game. Anyone who
         | wants to join, ill be in here in a multi player room that
         | supports up to 10 people at a time:
         | https://ndroo.github.io/pirates/?join=BP4Q
         | 
         | I also added controls for mobile users, because that was the
         | first issue I ran into. Probably buggy, maybe not secure...but
         | i had some fun with a friend a few moments ago and it wasn't
         | awful.
         | 
         | Thanks for sharing this OP!
        
         | nkmnz wrote:
         | Is it even possible to win the game? I've played it 100 million
         | times in a monte carlo simulation and even applied two
         | heuristics to hit a winning strategy: 1. heavily over- or
         | under-weighted choosing tractor production when paid tasks are
         | available; 2. when a paid task was available in the previous
         | round but not chosen, the weight for this round is reduced
         | 
         | The best result I've gotten is 998 tractors after round 120.
        
           | neonstatic wrote:
           | > Is it even possible to win the game?
           | 
           | If it's a faithful simulator of soviet economy, then you
           | should not be able to win :)
        
           | rmast wrote:
           | Maybe the only way to win is to cheat.
        
       | esafak wrote:
       | For me the watercolor imagery and music were half the game
       | (Pirates Gold). https://www.youtube.com/watch?v=sOPdsiOp5R0
        
       | contingencies wrote:
       | Love the original. Some key tactics you need to pick up are: use
       | a small ship, because if you are fast with the right technique
       | nobody can hit you, and you can cross vast distances quickly
       | without starving. Keep food stocked and limit large ship
       | acquisition to a phase of the game in which you need large
       | numbers of pirates for town invasions / large ship fights. Always
       | sell extra cannons. Always buy the goodies from the bar. Upgrade
       | ships religiously: you want all upgrades. In swordfighting,
       | prefer rapier (speed with good reach) over larger weapons in most
       | cases. Obtain new letters of marque. Obtain land after performing
       | state-aligned duties by talking to the governors: this builds
       | your long-term wealth. The easiest victim (given all other
       | letters of marque) is the dominant state in the era (different
       | eras have different mixes, but it's usually the Spanish). To
       | catch the military payrolls, sink the escorts then damage to near
       | 'strike their colors' before closing in for swordplay. Change to
       | buck shot to reduce opponent count before swordplay without
       | risking loss of vessel hull. Remake on Steam:
       | https://store.steampowered.com/app/3920/Sid_Meiers_Pirates/
        
       | supertroop wrote:
       | "the emperor wishes to see you posthaste!" This immediately
       | reminded me of the 1980s Apple game Taipan and of course it is
       | playable online: https://www.taipangame.com/
        
         | itintheory wrote:
         | Huh. I remember playing a very similar game on Apple II, but I
         | believe it had a Dutch / European theme, and was called
         | something like "Ooperhoofd". I can't find any reference to it
         | online. Maybe it was a 'modded' version of this? That one, and
         | Odell Lake[0] were the best disks in the library computer lab
         | in middle school.
         | 
         | [0] https://classicreload.com/apple2-odell-lake.html
        
       | pinchydev wrote:
       | Love it! I remember fondly playing pirates as a kid this is
       | great!
       | 
       | I recently built https://navalstrike.app to scratch my naval
       | warfare itch. Happy to share how I did lightweight p2p
       | multiplayer with a super lightweight server handshake if you want
       | :)
        
       | RobRivera wrote:
       | I am the greatest
       | 
       | Pirate hunter in the world.
        
       | lencastre wrote:
       | I am not sure if my memory is mixing with 4D Boxing (!?) but I
       | think if you took too long your pirate would be quite old and
       | weak, or?
        
         | iweczek wrote:
         | omg, thanks for reminding me about 4d boxing! that was so much
         | fun
        
       | Daviey wrote:
       | Really enjoyed this and it brought back many memories of the
       | Amiga, great job.
       | 
       | Two suggestions,                 - The sailing is a bit too
       | nimble, it's possible to turn naturally.       - It's currently
       | possible to sail over/under the other ship.
       | 
       | When will it be possible to intercept and have a sword fight? :)
        
       | cbarrick wrote:
       | Please adjust the color contrast. I can hardly see the cannon
       | balls.
        
         | iweczek wrote:
         | thanks, will do!
        
       | CrimsonCape wrote:
       | It would seem relatively easy to tie speed to the direction the
       | boat is facing. The more perpendicular you are to the 'wind
       | direction' the faster you move. Or make the fastest velocity 45
       | degrees from wind direction, for a bit more realism. Basic
       | sailing physics can add to the fun.
        
         | iweczek wrote:
         | Thanks for the feedback, adding wind dynamics is on top of my
         | list :)
        
       | franze wrote:
       | I started a thread if others want to show their AI coded games.
       | -> https://news.ycombinator.com/item?id=48509243
       | 
       | maybe it becomes a monthly thing, maybe not.
        
       | ceuk wrote:
       | What's the key to fire? I've tried everything
        
         | diabllicseagull wrote:
         | Space key
        
       | itintheory wrote:
       | For some reason this made me think of Pirates Constructible
       | Strategy Game [0]
       | 
       | [0]:
       | https://en.wikipedia.org/wiki/Pirates_Constructible_Strategy...
        
       | theropost wrote:
       | I remember playing Pirates on my 8086 in the 1980, mono-chrome
       | screen, and I was amazed a a kid. Sid Meier's games were always a
       | step above, and so immersive feeling for their day. I started a
       | project from that too (one of many I suppose). I also was
       | inspired by the KOEI games on SNES - Uncharted Waters.
       | 
       | It needs polish, content and more work but the kids like it.
       | 
       | https://ship-voyage-4zn.pages.dev/
        
       | AnotherGoodName wrote:
       | This is exactly like a much older Apple 2 game called Old
       | Ironsides fwiw.
       | 
       | On the Apple 2 it was 2 player only but a lot of fun back in the
       | day. With an added ability to ram ships (pointy front into flat
       | side one if you landed it before they sunk you).
        
       | atleastoptimal wrote:
       | I feel like difficulty progression would help.
        
       | aidanbeck wrote:
       | One fun unintended mechanic: Because sailing off screen loops you
       | around Pacman style, and because a browser window is dynamically
       | resizable, you can use this to your advantage teleporting behind
       | the enemy and taking them by surprise.
       | 
       | Love this!
        
       | taubek wrote:
       | I first played Pirates on C64. There was a paper version of the
       | map that was a lot of help when you played and tried to find some
       | locations.
        
       | pgt wrote:
       | How to shoot? I can't figure it out. Perhaps made harder by
       | typing on Colemak.
       | 
       | Edit: OK, spacebar shoots, but it's hard to see the cannons
       | flying due to low contrast. And it shoots in the direction of the
       | enemy.
        
       | wizardforhire wrote:
       | Is there an unskipable minigame thats crucial to winning that
       | majorly objectifies women and is beyond obnoxious with terrible
       | animations and sound effects?
       | 
       | Because if not, I'd love to check this out... but never again in
       | my life will I subject myself to that mini-game!
        
       | flohofwoe wrote:
       | Unfortunaly only a demo of the ship combat system of Pirates :)
       | 
       | The actually interesting part for me was the historical setting,
       | exploring the Carribean geography, watching the world evolve, all
       | the while trying to keep the ship crew under control :)
       | 
       | Also we still need a proper 2D remake (the 3D-ified game console
       | version from 2004 didn't really age all that well and has too
       | many QTE gimmicks).
        
       | sgt wrote:
       | I'm actually building a boat game for my 5yo son. We're building
       | it together. I decided on using Love2d as the framework and I'm
       | basically distributing a DMG to family and friends to run it and
       | test it.
        
       | cen0b wrote:
       | Super fun! I'd add the ability to restart the same battle once
       | its finished, kinda tedious to go back through and select the
       | settings I want.
       | 
       | A product of my laziness heh
        
       | simonebrunozzi wrote:
       | Lovely! Thankfully no one (AFAIK) has done a similar work with
       | Sid Meier's Railroad Tycoon Deluxe... Otherwise I would be easily
       | spending tens of hours playing it. One of the games I have loved
       | the most in my life!
        
       | zhoBEENG wrote:
       | Really enjoyed this, thanks for sharing!
        
       | NKosmatos wrote:
       | Not playable on iPad, will try it on PC.
        
       | dmzxnico wrote:
       | It's cute! Push it deeper
        
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       (page generated 2026-06-13 17:01 UTC)