[HN Gopher] Serflings is a remake of The Settlers 1
       ___________________________________________________________________
        
       Serflings is a remake of The Settlers 1
        
       Author : doener
       Score  : 147 points
       Date   : 2025-11-22 08:26 UTC (2 days ago)
        
 (HTM) web link (www.simpleguide.net)
 (TXT) w3m dump (www.simpleguide.net)
        
       | ensocode wrote:
       | Anyone runs this on linux?
        
       | YoukaiCountry wrote:
       | I absolutely loved The Settlers 1 and 2 as a kid. I feel like
       | they are responsible for a fascination with distribution
       | logistics that carried into adulthood.
       | 
       | By the way, there is also an open source clone of these games
       | that is very well done: https://www.widelands.org/
        
         | skywal_l wrote:
         | It's one of those game you start playing in the morning and
         | when you want to make a little pause, you realize is 10PM.
        
           | Sharlin wrote:
           | I would think it's more common that you start playing in the
           | afternoon and when you make a little pause, you realize it's
           | 4am.
        
             | YoukaiCountry wrote:
             | I have done both!
        
         | yvdriess wrote:
         | Same,tThe Settlers 1 theme now immediately starts playing in my
         | head for the rest of the day.
        
       | slightwinder wrote:
       | There is also a modern continuation from the original Creator,
       | called "Pioneers of Pagonia"[1]. It's Early Access at the moment,
       | but v1.0 is planned for release in some weeks (11.12.2025). And
       | so far it looks promising, seems to be a pretty good game for
       | Settler-Fans. As I remember, it's a reaction on the catastrophic
       | fail of the latest official Setter-Game, which is not with
       | Ubisoft, so I guess serving the old fans is one of the goal.
       | 
       | [1] https://pioneersofpagonia.com
        
         | oersted wrote:
         | It's a shame that Pioneers of Pagonia doesn't stick to the same
         | strict path-network mechanic, that was my favourite part of the
         | earlier Settlers that later went away.
         | 
         | From the recommendation of another commenter, here's a more
         | recent indie game that seems focused exactly on that style of
         | path logistics:
         | 
         | https://store.steampowered.com/app/677340/The_Colonists/
        
           | noxa wrote:
           | As a Settlers 1/2 fan I spent quite a bit of time in The
           | Colonists - can recommend it if you liked the road
           | building/flag mechanics and the chill gameplay.
        
           | lukan wrote:
           | "strict path-network mechanic"
           | 
           | What exactly does that mean here?
        
             | cogman10 wrote:
             | It's been a while since I played these games. With settlers
             | 1 and 2, a major portion of the game was managing the
             | transport of resources. That meant setting up strict
             | pathways and even blocking some resources from going down
             | some paths to setup a "priory" route for shipping important
             | goods.
             | 
             | I believe Settlers.. 3? got rid of that completely. Instead
             | of manually placing paths and controlling the shipping
             | routes the game would just figure it out for you.
        
             | Tuna-Fish wrote:
             | Settlers 1/2 are logistics simulators. The core of gameplay
             | is that the map consists of vertexes on which you can place
             | flags, and then connect flags with paths. On each path
             | there will be exactly one porter, who will carry stuff from
             | a flag to another. Arranging your network so that goods get
             | where they are going in a reasonable time is like 90% of
             | the gameplay.
        
               | nottorp wrote:
               | Exactly. It looks like a RTS but it wasn't originally.
        
       | peepee1982 wrote:
       | I think my kids might love this. I certainly loved the original
       | as a kid. Not even the second or third installment. The first one
       | has always been my favorite, because it was so god damn punk rock
       | simple.
        
       | saubeidl wrote:
       | There's also Widelands [0], which is basically an open source
       | Settlers II with extra features.
       | 
       | [0] https://www.widelands.org/
        
       | jamesu wrote:
       | The Settlers 2 was one of my favorite games growing up - really
       | felt like they polished up the mechanics of the first game and
       | made the UI more tolerable. If anyone is looking for a more
       | modern 3d equivalent but in a slightly different setting, I'd
       | recommend The Colonists.
        
         | kobbs wrote:
         | "Return to the Roots" is a faithful remake/modification of The
         | Settlers II for modern computers, with multiplayer support!
         | 
         | https://www.siedler25.org/
        
           | krige wrote:
           | Watching this project eagerly but it's still missing some
           | functionality at the moment.
        
             | stormking wrote:
             | It has been completely playable for the past 10 years, what
             | exactly are you missing?
        
         | boredhedgehog wrote:
         | The way I see it, S2 was pretty lazy. They took a system that
         | was fairly polished already and tinkered with it without
         | understanding how it would impact the whole, like how they made
         | a level-up system that heavily incentivizes a degree of
         | micromanagement the UI isn't built to support.
         | 
         | Or take the pig farm: Clear pros and cons in S1; in S2 it's
         | just a bad bakery. Or the perpetually broken ship navigation,
         | and no way to do naval invasions.
        
         | pantalaimon wrote:
         | The 20th anniversary edition was a nice recreation of the game
         | in 3D
        
       | simonjgreen wrote:
       | Well that's quite exciting :)
       | 
       | I sank a non-trivial amount of time in my younger years in to
       | both Settlers and Settlers 2. I'm hoping now that it's not rose
       | tinted memories!
        
         | oersted wrote:
         | I did try going back to Settlers 2 last year and it was just as
         | good as I remember it, it really holds up. At least the remake
         | which is also the one I played when I was a kid.
         | 
         | https://www.gog.com/en/game/the_settlers_2_10th_anniversary
         | 
         | I'm gonna try Widelands from the recommendation of another
         | commenter, it looks like it's a deeper open-source clone of
         | Settlers 2.
         | 
         | https://www.widelands.org/
         | 
         | And The Colonists also looks great, a modern indie successor
         | that also has the path network mechanic that I loved at its
         | core.
         | 
         | https://store.steampowered.com/app/677340/The_Colonists/
        
           | nzgrover wrote:
           | Farthest Frontier is a recently released game in the same
           | vein: https://store.steampowered.com/app/1044720/Farthest_Fro
           | ntier...
        
             | oersted wrote:
             | It's great, but that's not what I meant.
             | 
             | Farthest Frontier has the kind of strict grid of Anno, and
             | is reminiscent of the older more predictable and mechanical
             | pathing of classics like Caesar or Pharaoh. Newer indie
             | city builders like Lethis or Nebuchadnezzar have revived
             | this style. But transporters still move independently
             | through the grid of paths, the main factors are distance
             | from producer to consumer and how many stops a transporter
             | takes in their route.
             | 
             | But in Settlers 1 and 2 you literally build a graph with
             | buildings as nodes and paths as edges with a strict
             | throughput limits per link. It's quite interesting to
             | optimize the resource flows through this graph. It's a lot
             | like designing a good network, except that you have tons of
             | types of resources moving to tons of different producers
             | and consumers, with long multi-step supply chains. It's
             | closer to Factorio perhaps in feel, but there are
             | significant differences.
        
       | oersted wrote:
       | I never played the first, but Settlers 2 was fantastic. I always
       | preferred it to later installments because it had a strict grid
       | of nodes, creating a complex graph of buildings and paths, rather
       | than the more freeform pathing.
       | 
       | It was such a joy to grow the supply chains and deal with the all
       | messy network logistics and bottlenecks. It sounds quite boring
       | said out-loud, but we are in HN after all, I think you'll get it
       | :)
        
         | jakubmazanec wrote:
         | Yes, S2 is still the best. Few years ago I finally finished all
         | missions, the only thing missing is a more detailed story; but
         | that's how it usually was in the 90s I guess.
        
         | afavour wrote:
         | Sounds like Transport Tycoon. I remember realising it said
         | something about me that while my friends were building epic
         | rollercoasters in Rollercoaster Tycoon I was much happier
         | making train links between coal mines and power stations,
         | creating a local and express rail serving linking a dozen
         | cities...
        
           | throwaway34521 wrote:
           | I still play the open source version from time to time. They
           | have added a lot of new features and gameplay improvements.
           | 
           | https://www.openttd.org/
        
           | mathgeek wrote:
           | Same! The other game that sequels never beat for me was
           | Populous. There's some charm in the first one that I love.
        
       | falcor84 wrote:
       | > To get the game to start you need one file from the original
       | settlers 1 game because graphics and sounds are read from there.
       | 
       | Leaving aside the moral aspect of compensation for the artists
       | who created the original graphics and sounds (who probably won't
       | see any money from sales of the original game anyway), would it
       | be legal to reverse engineer (intentionally simple) prompts for
       | each piece of art needed, and then commission either humans or
       | GenAI to create these, to then be able to distribute the remake
       | without any dependency on the original?
        
         | growt wrote:
         | If I included the exact same graphics as the original, but I
         | did paint them all by hand myself, would you think that makes a
         | difference? No it doesn't. And what you are proposing is just
         | the same with extra steps. They could include graphics that
         | don't look the same but I guess that defeats the reason for the
         | game.
        
           | afavour wrote:
           | There's a middle ground. For instance OpenTTD has fan made
           | artwork that matches the aesthetic of the original game
           | without being a direct copy. Still plenty of reason to play
           | even if it doesn't look exactly like it does in my memories.
        
           | falcor84 wrote:
           | For me the game is mostly about the mechanics and I don't
           | think I'd have any issue playing it with an entirely
           | different visual and auditory design, assuming it can be made
           | to be self-consistent.
        
           | virgil_disgr4ce wrote:
           | > They could include graphics that don't look the same but I
           | guess that defeats the reason for the game.
           | 
           | How does that defeat the reason for the game?
        
         | gruez wrote:
         | >would it be legal to reverse engineer (intentionally simple)
         | prompts for each piece of art needed, and then commission
         | either humans or GenAI to create these, to then be able to
         | distribute the remake without any dependency on the original?
         | 
         | Sounds like clean room design. If you can prove the art was
         | independently created, and you weren't just abusing the process
         | to launder the original works (eg. prompting the AI a bazillion
         | times until it looked exactly the same as the original), then
         | you'd probably be fine.
         | 
         | https://en.wikipedia.org/wiki/Clean-room_design
        
           | crooked-v wrote:
           | Of course, to legally be in the clear with AI art you should
           | make sure it's both from sources that have proper licensing
           | to avoid later possible lawsuit implications (Adobe's
           | focusing on this, for example), and also keep in mind that AI
           | art is uncopyrightable. Fortunately, the latter is a non-
           | issue for MIT license-type projects.
        
           | shkkmo wrote:
           | In a clean room design, the person doing the implementation
           | needs to have never seen the original. So the same would
           | apply to the human or GenAI doing that in this case.
        
             | astariul wrote:
             | What if I prompt a first AI to create a detailed prompt
             | from the original resource, and then ask a second AI to
             | create the resource from that prompt ? The AI creating the
             | resource have never seen the original.
        
         | kiicia wrote:
         | There is no issue with creating new graphics and sounds from
         | the scratch, OpenTTD did exactly that for Transport Tycoon
         | Deluxe. It's not identical but is enough to convey original
         | intent and be freely available.
        
       | verytrivial wrote:
       | I still tidy my house using the Settlers resource movement
       | algorithm, moving things closer towards where they need to be
       | even if they don't go all the way to their final destination.
        
         | mikepurvis wrote:
         | I'm like this too. It's an incremental system that given enough
         | time converges on the tidy state. I can take something to the
         | foot of the stairs that I know needs to go up there, and then
         | when I later go upstairs I can deposit at the top of the
         | stairs, then when I'm accessing the linen closet I'll glance
         | over and be like oh yeah, some of those items belong in here,
         | I'll put them away now and get the others later. In some ways
         | it's a permission structure to do part of a task without
         | feeling like you're now chained to completely finishing it
         | before you can do anything else.
         | 
         | This all drove my ex nuts though; from her perspective the
         | whole thing was an exercise in deck-chair rearrangement that
         | only served to increase overall entropy while in the
         | intermediate states.
        
       ___________________________________________________________________
       (page generated 2025-11-24 23:01 UTC)