Preface
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01. Overview & The Press Office
Chief Orders are six one-shot city buffs you issue from the Press Office building. Each costs Satisfaction (the currency produced by interrogating suspects), runs for a fixed duration, then enters a cooldown. The orders cover everything from instant resource grants to building speed-ups to multipliers on your entire crime-processing pipeline.

Unlock Requirements
| Requirement | Details |
|---|---|
| Press Office building | Unlocks at Chief's Office Lvl 6. Build it before any orders are accessible. |
| Public Safety stat | Three of the six orders are gated by your Public Safety stat (0-100). Raise it by completing missions, hiring personnel, and arresting criminals from Intel Cases. |
All Six Orders at a Glance
| Order | Headline Effect | Cost | Real Duration | Cooldown | Unlock |
|---|---|---|---|---|---|
| Emergency Deployment | Production time β60% | 50k sat | 24 min | 8 h | Always |
| Advance Preparations | Instant 5 days of resources | 50k sat | Instant | 24 h | PS β₯40 |
| Chief Speech | Citizen reports +200% | 150k sat | 12 min | 4 h | PS β₯60 |
| Rapid Construction | Building time β20% | 800k sat | 5 min | 24 h | PS β₯80 |
| Supply Coordination | Resource amount +100% | 150k sat | 12 min | 12 h | Always |
| Quick Response | Processing efficiency +200% | 50k sat | 12 min | 24 h | Always |
π― What to Read First
Section 2 (PD Time) is the single most important section for understanding when to fire these orders β most players misread the durations by a factor of 120. After that, jump to Section 6 (ED vs SC math) if you're a Supply Coordination user, then Section 7 (Strategy) for rotation recommendations.
02. β οΈ PD Time Is Not Real Time
π₯ The Single Most Misread Mechanic
Five of the six orders state their duration in "PD time" (the in-fiction Police Department simulation clock) β not real time. PD time runs 120Γ faster than real time.
When an order says "24 hours (PD time)," it actually runs for 12 real minutes. "48 hours (PD time)" = 24 real minutes. "5 days (PD time)" = 1 real hour worth of grants.
The Conversion
| PD Time | Real Time |
|---|---|
| 1 PD-hour | 30 real seconds |
| 1 PD-day (24 PD-hours) | 12 real minutes |
| 2 PD-days (48 PD-hours) | 24 real minutes |
| 5 PD-days (120 PD-hours) | 60 real minutes |
Why This Matters
The PD economy simulation itself runs 120Γ real time. So while a Supply Coordination buff only LASTS 12 real minutes, it actually covers a full PD-day of in-game production β which is why "24 hours of +100% production" is genuinely meaningful output, just compressed into a short real-time window.
Two Important Exceptions
Rapid Construction is REAL time
Rapid Construction is the only order whose description says "for 5 minutes" with no "(PD time)" tag. Construction/upgrades run on the real clock, so its order timer matches. 5 real minutes = 5 real minutes.
Cooldowns are REAL time
Despite durations being in PD time, the cooldowns between uses are always in real time. Quick Response = 24 real hours cooldown. Chief Speech = 4 real hours. So you wait real hours between uses, but the buff burns in real minutes.
03. Satisfaction β The Currency
Every Chief Order costs Satisfaction. Understanding how Satisfaction is produced is critical β if you can't generate enough of it, you can't run the orders that drive everything else.
Satisfaction Production
β Only One Source
Satisfaction is produced ONLY by interrogating suspects in the Interrogation Room. There is no passive idle tick, no daily-login grant, no event/task award, and no Press Office production. Every Satisfaction point in your inventory was minted by convicting a suspect.
Yield: a flat 200 Satisfaction per convicted suspect, regardless of your Chief's Office level or Interrogation Room upgrade. What scales with progression is throughput (how many suspects you can push through per hour), not the per-suspect yield.
No Cap β Bank Freely
Satisfaction has no inventory cap. It accumulates without limit, so banking it toward the expensive 800k Rapid Construction cost is viable. (Contrast with Public Safety, which is hard-capped at 100.)
What Increases Satisfaction Income
- βΈHigher Chief's Office level β faster citizen spawns, more suspects per arrest, lower spawn interval. The biggest single multiplier.
- βΈMore/upgraded Police Cells & Interrogation Rooms β more suspect capacity = more parallel processing.
- βΈChief Speech β +200% citizens reporting = +200% input into the chain = +200% suspects = +200% Satisfaction during the window.
- βΈQuick Response β +200% processing speed = same citizen reports get converted to suspects 3Γ faster.
π‘ The Self-Sustaining Combo
Chief Speech + Quick Response both feed Satisfaction generation. Running them together can recoup their combined 200k cost AND generate surplus Satisfaction for the next rotation β if your crime chain has enough capacity (cells, interrogators) to absorb the surge. See Section 4 for how the chain works.
04. The Crime β Cash β Satisfaction Chain
Most of the orders modify a single pipeline running through your PD: citizens report crimes, detectives investigate, patrols arrest suspects, suspects go to cells (generating Cash) or interrogation (generating Satisfaction). Understanding the chain explains why Chief Speech and Quick Response do what they do.
π The Five-Step Pipeline
- Citizen reports a crime at Reception β produces a report document. Spawn rate scales with Chief's Office level.
- Detective investigates at Detective Division β converts document β arrest order.
- Patrol car makes the arrest from Patrol Division / Garage β spawns 1+ suspect NPCs.
- Suspect is interrogated at Interrogation Room β grants +200 Satisfaction per suspect.
- Suspect serves sentence in Police Cell β generates Cash.
Where Each Order Hits the Chain
| Order | Hits Step | Effect on Chain |
|---|---|---|
| Chief Speech | Step 1 (input) | More citizens spawn = more reports enter the chain. Front-of-funnel. |
| Quick Response | Steps 1-4 (throughput) | Faster processing at each step (Reception β Detective β Patrol β cells). |
β οΈ The Bottleneck Trap
Chief Speech triples your input (more citizens), but if your downstream chain can't keep up β not enough detectives, cells, or interrogators β the extra reports just hit a backlog cap and get dropped. Pair Chief Speech with Quick Response so the pipeline can absorb the surge, OR make sure your buildings are scaled up enough to handle 3Γ the normal load before spending 150k Satisfaction on Chief Speech alone. Even worse, if your Reception is not high enough to handle the citizen complaints quick enough, citizens will leave resulting in 0 suspect arrests!
Public Safety vs Satisfaction
Two systems people confuse: Public Safety (0-100) is a stat that gates which orders unlock; Satisfaction is the spendable currency that pays for them.
- βΈ Public Safety: 0-100 scale. Raised by completing missions, hiring personnel, arresting Intel Case criminals. Phase bands: Severe Risk (0) / Elevated Risk (10) / General Risk (50) / Safe (100).
- βΈ Satisfaction: No cap. Earned only by interrogating suspects. Spent only on Chief Orders.
05. The Six Orders
Detailed breakdowns of each order. Cost = Satisfaction spent per use. Duration shown in real time. Three of the six carry a shared +30% wages cost downside β explained at the end of this section.
Emergency Deployment
| Effect | Resource production time β60% across all workplaces (effective output rate Γ2.5) |
| Cost | 50,000 Satisfaction |
| Duration | 24 real minutes (48 PD-hours) |
| Cooldown | 8 real hours |
| Downside | +30% NPC wages while active (negligible CASH cost) |
| Unlock | Always available |
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Quick Response
| Effect | Police processing efficiency +200% (the ReceptionβDetectiveβPatrolβCell pipeline runs ~3Γ faster) |
| Cost | 50,000 Satisfaction |
| Duration | 12 real minutes (24 PD-hours) |
| Cooldown | 24 real hours |
| Downside | +30% NPC wages while active |
| Unlock | Always available |
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Chief Speech
| Effect | Citizen reports +200% (3Γ the citizens spawn to file crime reports) |
| Cost | 150,000 Satisfaction |
| Duration | 12 real minutes (24 PD-hours) |
| Cooldown | 4 real hours |
| Downside | None (this order doesn't carry the +30% wages) |
| Unlock | Public Safety β₯ 60 |
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Advance Preparations
| Effect | Instantly receive 5 PD-days' worth of resources from each workplace (~1 real hour of base production) |
| Cost | 50,000 Satisfaction |
| Duration | Instant grant (no duration) |
| Cooldown | 24 real hours |
| Downside | None |
| Unlock | Public Safety β₯ 40 |
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Rapid Construction
| Effect | Building construction and upgrade times β20% citywide |
| Cost | 800,000 Satisfaction |
| Duration | 5 real minutes (real time β no PD multiplier here) |
| Cooldown | 24 real hours |
| Downside | None |
| Unlock | Public Safety β₯ 80 |
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Supply Coordination
| Effect | Resource production amount +100% (rate Γ2.0 across all workplaces) |
| Cost | 150,000 Satisfaction |
| Duration | 12 real minutes (24 PD-hours) |
| Cooldown | 12 real hours |
| Downside | +30% NPC wages while active |
| Unlock | Always available |
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About the +30% Wages Downside
Three orders (Emergency Deployment, Supply Coordination, Quick Response) carry a shared "+30% wages" cost. This raises the periodic CASH you pay your PD NPCs while the order is active. In practice the base salary is tiny (8-20 CASH per day depending on Chief's Office level), so +30% is basically negligible β a few extra CASH spent. Don't let the descriptions scare you off these orders.
06. π₯ ED vs SC: The Math
Players often default to Supply Coordination because "+100% production" reads bigger than "β60% time." It's not. Here's the breakdown.
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07. Strategy & Rotation
Optimal Chief Orders usage depends on your Public Safety unlock progression and your current goal (resource farming vs Satisfaction farming vs construction push).
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TL;DR β The Quick Hits
- 1. Chief Orders are 6 one-shot buffs issued from the Press Office (Chief's Office Lvl 6 unlock). Cost: Satisfaction.
- 2."PD time" = 120Γ real time. "24 hours (PD time)" = 12 REAL minutes. "48 hours" = 24 REAL minutes. Plan to be ACTIVE during the window.
- 3. Cooldowns are always real-time. Rapid Construction (5 minutes) is the only buff duration in real time.
- 4.Satisfaction is produced ONLY by interrogating suspects in the Interrogation Room. Flat 200 per convicted suspect, no cap.
- 5.Advanced Strategy β Members Only
- 6.Advanced Strategy β Members Only
- 7.Chief Speech + Quick Response combo at the same time = the best Satisfaction/Cash burst in the game. 200k total cost, triples input AND processing.
- 8.Scale your crime chain (cells, interrogators, detectives) before relying on Chief Speech. Bottlenecks waste the buff.
- 9. Advance Preparations = "instant resources now" button. Use on cooldown once you have a steady supply/oversupply of Satisfaction.
- 10. Rapid Construction costs 800k sat β bank it, use it only on MAJOR upgrades, fire immediately before starting the upgrade.
- 11. The +30% wages downside on ED/SC/QR is negligible (a few extra CASH/day). Ignore it.
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