📦Police Chief Strategy Guide

Joint Confiscation

(v1.0 — last updated 10/16/26)

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An alliance special building that R4/R5 place in alliance territory, where every member can send one squad to confiscate Safe resources.

Unattackable SquadsAlliance Lvl 8+Safe ResourcesR4/R5 Places

01. What It Is

A Joint Confiscation Point is a Lvl 8 resource tile with no risk. It gathers at the same rate as a Lvl 8 tile of the same resource. But nobody can attack your squad on it, and everything you bring home is Safe resources that enemies cannot seize. While your alliance has a point up, every member should gather there before they touch a normal tile.

The alliance pays for the point from the alliance stock. Members pay nothing. That makes it one of the few ways to turn Alliance resources into personal resources for the whole roster at once.

✓ Joint Confiscation Point

  • ▸Lvl 8 gather rate.
  • ▸Squads cannot be attacked or scouted.
  • ▸Pays Safe resources.
  • ▸Only your alliance can gather.

✗ Normal Lvl 8 Tile

  • ▸Same gather rate.
  • ▸Squads are open to attack.
  • ▸Pays Vulnerable resources that can be seized.
  • ▸Any player can contest it.

02. Unlock Requirements

RequirementValue
Alliance levelLvl 8 or higher
Alliance members50 or more
MilestoneReclaim Territory has ended (pass or fail)
Rank to placeR4 or R5

The milestone gate checks only that Reclaim Territory has ended, not that your State completed it. A failed milestone unlocks the points the same as a successful one. The gate that actually locks alliances out is the 50-member floor.

⭐ Recruit Before The Milestone Ends

An alliance at 49 members gets nothing on the day the points unlock. If you sit near the line, fill the roster before Reclaim Territory ends. The tip button on the Special Buildings tab shows Alliance Level x/8, Members x/50, and the milestone status, so you can see which gate is the blocker.

03. Placing a Point

All four point types share one slot, and the demolish screen shows a refund of zero. Treat the type choice as final for the life of the point. Placing Ammo and then tearing it down to switch to Gas throws away the full cost.

How To Place

  1. Open Alliance Territory and select the Special Buildings tab.
  2. Find the Joint Confiscation Points section and push Place on the type you want.
  3. Drag the footprint to a valid spot on the world map.
  4. Confirm. The alliance stock pays the cost.

Cost

Every placement costs 200,000 each of Alliance Ammo, Alliance Cash, Alliance Electricity, and Alliance Gas, for 800,000 in total. The cost is the same for all four types. There is no cooldown between placements, so the only limits are the one-slot rule and the alliance stock.

200,000
Alliance Ammo
200,000
Alliance Cash
200,000
Alliance Electricity
200,000
Alliance Gas

Where It Can Go

📍 Place It Central

Every minute a squad walks is a minute it does not gather. Put the point near the middle of your members' cities, not at the edge of the territory where the flags happen to be.

📣 Announce It In Chat

Members get a mail when a point goes up, but the push notification toggle is hidden in the current version. Most members will not see the mail in time. R4/R5 should post the point in alliance chat every time.

Unconfirmed: the demolish screen shows a zero refund, but the demolish mail lists the real amount returned. Check one demolish mail before you rely on either number.

04. The Four Point Types

All four types fill a squad in the same time. The Ammo and Cash points look five times faster than Electricity and twenty times faster than Gas. But a squad also carries five times less Electricity and twenty times less Gas. The two ratios cancel. Pick the type by what your members are short on, not by the bigger number on the panel.

The Large Illegal Ammo Cache building
Large Illegal Ammo Cache
The Large Underground Vault building
Large Underground Vault
The Large Illegal Power Station building
Large Illegal Power Station
The Large Smuggled Oil Depot building
Large Smuggled Oil Depot
PointYieldsBase Speed /hrSquad CarriesFill Time*
Large Illegal Ammo CacheAmmo (Safe)427,6801,000,0002h 20m
Large Underground VaultCash (Safe)427,6801,000,0002h 20m
Large Illegal Power StationElectricity (Safe)85,536200,0002h 20m
Large Smuggled Oil DepotGas (Safe)21,38450,0002h 20m

*Example squad with 1,000,000 Ammo capacity, no speed buffs. A bigger or smaller squad changes the fill time, but it stays equal across all four types.

05. Collection Rules

A squad stops gathering when it is full or when the point expires, whichever comes first. After a full squad goes home, you can send it straight back. The point has no shared pool shown anywhere in the game, so one member's gathering does not visibly reduce what is left for the next.

06. Maximizing Yield

Over the life of a point, what you collect is roughly your confiscation speed × the time your squad spends on the point. Carry capacity does not raise that total. It only decides how many round trips you need, and every trip costs walk time. So speed is the main lever, and capacity plus distance decide how much time you lose.

LeverEffect
Resource Confiscation Speed buffsRaise the gather rate on every type. This is the main lever.
Type-specific confiscation buffsRaise the rate on one type only. Gas Confiscation I/II and Honor buildings are sources.
High-capacity squadFewer round trips, so less time lost walking.
Central point locationShorter walk on every trip, for every member.
Marching SpeedupsCut walk time. Worth it only near the end of a point's life, when walk time eats gather time.

⭐ Check Your Speed Before You Send

The point panel shows your Confiscation Speed with your buffs included. The Speed button next to it opens your buff list, so you can see which buffs apply. Heroes in the squad count toward the buffs too.

This model uses the speed and capacity rules the game displays. Nobody has compared the panel numbers with a real gather report yet. Also, the point panel, the detail window, and the deploy screen can each show slightly different amounts for the same squad.