The Final Tribute key art: the goblin king's host on the march

The Final Tribute

Every tribute buys time until you stop paying.

You govern one of the last free villages under a goblin king who taxes it on a schedule. Allocate settlers, build the settlement, and grow faster than the crown can extract. Then pick the season you stop paying.

By Order Of The Crown

The village shall render tribute every seven days. The collector keeps the ledger. The ledger keeps the peace.

Tribute is the recurring pressure of the whole campaign, and your answer to it is mechanical rather than narrative. Every choice has a stated cost, a stated risk, and a consequence that persists into the next cycle as suspicion.

Pay In Full
Expensive, safe, and rewarded by the score. The quiet season costs exactly what it says.
Negotiate
A chance to cut the demand by a third. Failure hands the crown more suspicion instead.
Bribe The Clerk
Cheaper than the demand, unless the clerk decides to report it.
Short Weight The Load
Works until the clerk weighs the shipment himself.
Refuse
No roll, no argument. A war band forms within two settlement days.

Collectors are individuals. Replace one and the ledger still arrives, but the relationship starts over.

Two Clocks, One Simulation

Settlement Day1 Real Hour

The village keeps its own calendar.

Standard Tribute Cycle7 Days

One collection every seven real hours.

Hardcore Tribute Cycle4 Days

The ledger comes around faster.

Offline Catch Up24 Hours

Closed or open, the same simulation runs.

Seven settlement days on the rail. The red marker is the collector.

1

Preparation Is Combat

There is no battle screen. Numbers, drill, equipment, walls, morale, and supply decide the raid before it starts, and the report explains what your preparation was worth.

2

Population Is The Economy

Settlers are a finite worker pool. Automation is not a free upgrade, it is an allocation decision with an opportunity cost attached.

3

The Antagonist Has A Schedule

Tribute is the spine of the campaign. The collector arrives on a countdown whether the settlement is ready or not.

4

Information Must Be Legible

Condition cards show their sources, production exposes its multipliers, and resources show what produces and consumes them.

Order

A persistent stock that governance and Administration keep pushing upward.

Morale

Settlement confidence, and part of your stewardship score.

Health

Well being of the population, tracked as a real ledger.

Faith

Managed through Theology and religious institutions.

Occult Influence

Hostile pressure that shows up on the buildings themselves.

Suspicion

Accumulates across cycles and feeds the raid curve.

Crime

Internal security pressure that never fully goes away.

What Is In The Game Today

Primary Skills
28 across 7 groups
Skill Actions
647
Resources
75
Buildings
174 across 15 categories
Laws
35
Research Projects
13
Troop Families
20
Settlements On The Map
20
Sites And Expeditions
19 and 19
Random Events
15
Reigns
20

Counts reflect the current build, not a wish list. They move as development moves.

Follow The Campaign

The Final Tribute is in active development for PC and browser, with the simulation, balance harness, and playtests leading the way. Devlogs and playtest calls go out through the studio channels.