Na Gaill

Turn-based strategy inspired by Celtic myth — built with my team at Colun. Lead your clan to power by capturing zones, managing resources, and raiding enemy camps across a living, tile-based map. ⚔️🗺️
Status: Work in progress (actively developed). 🛠️
Current Features
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✅ Territory capture (zones + raid camps)
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💰 Resource play: fishing, mining, forestry, cattle
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⚔️ Raid camps with influence + city pressure
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🔄 Turn-based flow with per-turn processing
✅ Territory capture (zones + raid camps)
💰 Resource play: fishing, mining, forestry, cattle
⚔️ Raid camps with influence + city pressure
🔄 Turn-based flow with per-turn processing
Roadmap
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🌐 Multiplayer (co-op & competitive)
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📖 Expanded lore and narrative events
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🛡️ More territories, units, and mechanics
🌐 Multiplayer (co-op & competitive)
📖 Expanded lore and narrative events
🛡️ More territories, units, and mechanics
Tech Highlights
🔧 Zone control & victory checks
Server-authoritative ownership tracking for every tile/zone. Keeps per-player control counts in sync, fires UI/game events on changes, and detects “one player controls all zones” win states while handling ties and unclaimed zones.
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⛏️ Resource zones & per-turn yields
Mining, fishing, forestry, and cattle zones deliver resources to the current owner each turn. Includes range queries and on-hover outlines for “tiles in range,” plus simple buffs/timers and capture progress.
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💼 Player economy
Lightweight currency/inventory layer with spend/earn flows, affordability checks, and per-turn updates that other systems (upgrades, repairs, raids) hook into.
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🏴 Raid camps & AI fleets
Camps have health, defense tiers, and influence. AI evaluates nearby cities/targets, spawns fleets, and chooses actions (raid, repair, upgrade) based on pressure and cooldowns.
🔧 Zone control & victory checks
Server-authoritative ownership tracking for every tile/zone. Keeps per-player control counts in sync, fires UI/game events on changes, and detects “one player controls all zones” win states while handling ties and unclaimed zones.
⛏️ Resource zones & per-turn yields
Mining, fishing, forestry, and cattle zones deliver resources to the current owner each turn. Includes range queries and on-hover outlines for “tiles in range,” plus simple buffs/timers and capture progress.
💼 Player economy
Lightweight currency/inventory layer with spend/earn flows, affordability checks, and per-turn updates that other systems (upgrades, repairs, raids) hook into.
🏴 Raid camps & AI fleets
Camps have health, defense tiers, and influence. AI evaluates nearby cities/targets, spawns fleets, and chooses actions (raid, repair, upgrade) based on pressure and cooldowns.
Built in Unity (C#) with Netcode for GameObjects. Developed collaboratively with the Colun team. 🤝
Watch Trailer

Na Gail Screenshot 1

Na Gail Screenshot 2

Na Gail Screenshot 3