Overview
This is a guide for Police Tactics Imperio game, explaining the basics.
Police Tactics Imperio
Police Tactics: Imperio is a Police Simulator game created by CyberphobX Ltd. The specific company is very very well known for creating Police Simulators as well (You can visit their website and you will find Police 1 and Police 2, both are Police Simulator, 2D) and this time they created a better police simulator than their previous ones.
Districts
Newport Falls is a large city.. Okay, not that large city but pretty big, enough to be overwhelmed with crime calls, situations requiring your attention, districts to manage, and so on, blah, blah.
There are SIX Districts in Newport Falls. The first is the district where you first time and the rest are unlocked as you progress in the story.
The more districts you unlock, the bigger challenge you may get, more crime calls, uniqueness of crime calls, more work to do and so on. For example, you will need to split squad patrols if you have unlocked District 5 so you should make sure District 5 is well patrolled and safe.
Each district you unlock, you will get daily income money from it, depending it’s public safety. The following picture gives you an example how big a district can be and how many new stuff it can have that you shall consider. Speeding Camera Van, new crime call locations and so on.
Public Safety
Each district has it’s own public safety level with percentages. If a District has higher public safety (Can be seen in Strategic Map) which can be clearly seen if most if not all buildings are fully GREEN. If they are GREEN, then it means that they are well regularly observed, guarded and patrolled by members of the local police, named, Newport Falls Police Department (Unofficially).
If on the other hand however, you are neglecting your civilians of the Newport Falls by calling off police patrols, not responding to crime calls, not shutting down Hotstops which gradually decrease the public safety, no matter what, then you should feel ashamed and stop playing. Just kidding, it means a lot trouble for you.
For example the following picture you see two houses has low public safety, thus decreasing your total DISTRICT 2 public safety slightly down, thus decreasing a small amount of income cash each paycheck.
If the public safety of a District is going too low, crime calls will pop up more often on the specific district and they may get more tougher and Council will be dissapointed about your failure to increase the public safety of that District so they will reward you less money and your paycheck income will be less than normally, giving you more troubles financially.
BENEFITS OF INCREASING PUBLIC SAFETY:
1. You will get a very good daily income by midnight if the public safety of a District is too high (More than 95% for example).
2. Council will be happy and give you bonus cash as a reward.
3. Chances for a new crime call will drop. But it does not prevent crime calls from popping up again.
NEGATIVITY OF DECREASING PUBLIC SAFETY:
1. You will get less daily income by midnight if the public safety of a District is low. The lower is the public safety, the less income cash you will get from it.
2. Council will be dissapointed and will give less income cash.
3. Crime calls will pop up more often and may become tougher.
Unlike in previous Police Simulators where increasing the public safety was very very hard, almost impossible in certain areas, this role in this game is very easy, on EASY mode as I believe it depends the difficulty.
The public safety can be easily increased by deploying squad units and/or foot patrols in a District. If a crime call takes place on a “Green” building, it will instantly become “Red” and it can be “Green” again only if the cops regularly patrol around the area where the building is.
If you see the following picture, that symbol indicates that the cop car or police officer increased the public safety of the area.
Patrolling
Most players have no clue how to send officers on patrol, send patrol cars on patrol and a lot more. However, those who played older Police Simulators, may still know how to send them on patrol because the mechanics are familar but expanded.
First of all, you need to make a group of officers. Choose two officers (SHIFT + Mouse hover on them) and then press CTRL + *NUMBER* to make a group for them. For example, I chose John Doe and Jane Doe and I assigned them in my group by pushing the number of 1. This is very helpful because if you have no groups and you manual assign one by one to patrol cars then good luck spending 2 minutes where your units are around the map. We will explain the crime calls later.
Okay, you now have group 1 of John Doe and Jane Doe! Epic! Time to send them to action! REMEMBER: Once you made a squad group, there is an tiny icon with the image of handcuffs in blue down on your right, at the corner. You can’t miss it.
Clicking it ONCE, will show how many officers are in there, in that squad, their status, their whereabouts and their stats. Clicking the icon TWICE, your camera would be moved onto them, checking what they are doing, their activity and so on.
REMEMBER: Double clicking the handcuffs icon (Aka squad group), will NOT automatically click the unit (For example, clicking it and sending). So you have to MANUALLY click on the officers (Or police cars if they are inside) and then order them to respond to anywhere or drive to anywhere. Keep that in mind, you have to directly click on them before sending them to anything.
WAIT, only patrol officers can patrol? On foot? Hell no, you got those useless-.. Oh, no. Not useless. USEFUL patrol cars. Alright, not useful, foot patrol is useful anyway. Let me explain how police car patrol works. Double CLICK your squad (Any squad you would like) and order one by one the officers to a patrol car. (REMEMBER: You have to click one officer and then assign him to the patrol car. Need a second officer? (Recommended if he is from the same squad) then send him to the patrol car too, so it will be two officers in the police car.)
Officers on patrol, be it foot, vehicle or helicopter, increase the public safety of the buildings. Keep in mind, if there are patrols only in District 1 but none in District 2, then the public safety of District 2 will drop dramatically and a lot crime calls will come up there and the Council won’t be happy, thus sending less money. This is not difficult though, a patrol unit is enough to patrol a district widely. The waypoint is very easy, click the Patrol manager and then you choose what kind patrol type you want to create and then place down waypoints.
THE BENEFITS OF SPECIFIC PATROL TYPES ARE:
Foot patrol:
1. Can check civilian’s ID and can also arrest suspects on spot before they do anything bad. This is called crime prevention.
2. Automated crime call response if near a crime call.
Vehicle patrol:
1. Can increase public safety faster and able to drive around many districts without any difficult.
2. Can respond to crime calls faster.
3. Can be set as roadblocks.
4. Automated crime call response if a unit is near a crime call.
5. Vehicle Pursuits.
Helicopter patrol:
1. Can increase public safety faster by flying over districts.
THE NEGATIVITY OF SPECIFIC PATROL TYPES ARE:
Foot patrol:
1. Can still increase public safety but slowly. Depending where they are patroling and how far.
2. Can respond to crime calls but slowly, because they are not Ussain Bolts. They can however respond to crime calls easily if they are near them.
3. Nothing more useful other than ID Checks.
Vehicle patrol:
1. Very expensive as you have to buy vehicles.
2. Unable to check civilian’s ID. However, automated respond to crime calls is still useful.
Helicopter patrol:
1. Very expensive as you have to buy a helicopter.
2. Can not attend/respond to crime calls.
Officers on patrol will simple check civilian’s ID and patrol vehicles on patrol will simple increase the public safety faster.
Patrol Helicopters only increase the public safety around the districts designed by you.
There are also other vehicles which are NOT used for patrols for example, Speed Camera Van. You can choose that van and assign them on FIXED positions around the districts. They are useful for speeders as they can fine them and the money go to your bank.
Crime Calls
Dispatching units is another slightly complicated task and can be frustating when there are a lot crime calls and you dont know which unit you sent and which unit you didnt send.
“Robbery. Robbery has been reported in the district.” – Dispatcher.
There are various crime calls. They are easy and minor in the beggining of the game but become harder and serious crimes in the later stages. For example, from robbery, knife to shooting, grand theft auto.
In order to send a squad unit or foot patrol unit to crime calls, click the officers (Or just the squad car if the officers are inside) and then right click on the crime call icon and the they will respond. Foot officers will sprint to the location and the squad units will turn on their emergency lights and siren and drive fast to the location.
Each call requires the necessarily OFFICER Skills. For example, a suspect(s) in a robbery crime call has SUSPECT Skills around 10-15, You will need to send officers who have MORE than 15 officer skills number (For example, a cop has 10 officer skills and other has 10 officer skills, this counts as 20 POLICE strength and can finish the call kinda easy). If you however, send cops which in total have less than 15 officer skills, then the success to arrest the suspects will be depended.
In the following picture, the suspects are resisting and resorting to fight with the cops. This is because the officer skills aren’t that bigger than suspect’s skills.
If the crime call has suspect’s skills of 15 and you send cops with the total officer skills are less than 15, then the officers will be injured, seriously injured (Which will be sent to hospital and be unavailable for several in-game hours) or even win the crime call but with injuries. The cops may still get injured if they have more than 15 officer skills but they will always win the calls. The suspects may surrender without fighting back ONLY if you got about more than 30+ officer skills if the crime call has suspect’s skills of 15.
Investigators can also be dispatched the same way cops can be. There will be red markers with lab icon which are for investigation and you can click investigators group and send them there. The investigations are completely different from crime calls.
Automated Response
Many players will concern what automated response really means and how it really works. This automated response is similar to the previous Police Simulators but better.
If a patrol car or a foot patrol officer during on his patrol which has been set by waypoints, witnessed a crime call taking place, he/she will take an action and try arrest the suspects on spot WITHOUT being told so. This is not crime prevention but it does help you saving time from manually dispatching units.
The following picture, a squad patrol car is casually patrolling on it’s way, unaware what may happen further. It is currently unaware of the crime because it’s range (Which is circled in blue if you click it) has not reached the crime call’s location. The unit also has not been dispatched as well.
The squad patrol car is now aware of a crime taking place and are automatically “ordered” to stop and arrest the suspect.
I have not ordered the unit to arrest the suspect. They on their eyes caught the criminal act and decided to stop it without being told so. This is called ‘Automated Response’.
However, if the unit’s officer skills is less than the suspect’s skills, it may not respond at all. This also goes to foot patrol unit.
BEWARE: Foot patrol officers are more vulnerable because they are usually solo officers separated from their partners and may fail to stop a crime even though his officer skill is more than the suspect’s skill.
Roadblocks
Each squad car can set up a roadblock which can be useful as any car that is trying to pass by will be checked. If one is identified as suspect, the suspect will bail out of the car and try to run. However, currently, the cops on roadblocks may NOT react to that suspect fleeing unless the cops are out of the patrol cars at which they will react. This is a bug.
How to set one? Order your patrol car to be enroute to the location you want, wait until the BLUE Circle is on the location you want to set, then click the unit, click the roadblock icon and place it on the road and bam, it works!
If your patrol car is coloured white, it means a civilian car is passing by after a check, this same goes to the roadblock becoming white (You can see the roadblock on the other lane) which means the car got checked and is passing by. This is helpful only if you are trying to find a suspect and has been either confirmed to be driving a car or presumably.
You must keep in mind that a patrol car that has been set as roadblock, will be unavailable to any crime calls until you order it to destroy the roadblock and respond and/or resume normal patrol.
Vehicle Pursuit
“In pursuit of speeding vehicle!”
“In pursuit of a hit-and-run driver!”
Says the police officer in Mafia II. Pursuits in the game are pretty simple, fun and satisfying experience to sit and see five patrol units chasing a van and place him under arrest.
Pursuits can either happen in two ways:
1. Mission. A suspect may drive a car and roam around for a period of time until you either fail the mission or find him by deploying roadblocks, only if he is trying to drive past them.
2. Crime calls. Do you see the Vehicle crime call icon? Yes! Someone is stealing a poor wealth guy’s luxurious car. If your cops’ skills are too low or equal against the suspect’s skills, the suspect will enter the car and flee towards to the edges of the map at which he will vanish, marking a failure to stop the suspect.
If the cop’s skills are way higher than the suspect’s skills, the suspect may surrender and not flee with a car. If he does not surrender, immediately order your cops to get back in their squad car and click on the crime call that is moving in order for them to chase. They will not automatically chase.
During pursuit, you can always order any available squad cars you got to get in chase too. The more, the better. Roadblocks can be good idea but at this rate, with the lack of pause button and the pursuit ends very easily, are not recommended as it is a waste of time.
So, during pursuit, you must keep in mind what’s important for your squad cars: Speed and range. The higher speed, the closer your squad unit will approach the suspect’s car in chase. The higher range, the better chance for your patrol car to order the suspect to pull over and/or give up.
The following picture shows a Medium Patrol Car 2 pursuing a Grey Car. The bar is being slowly filled because the car is in range of the patrol car.
Do you see the green bar above the “crime call” of the vehicle icon (Which is classified as Motor Vehicle Theft)? That shows how close is it for the suspect to stop his car and give up! Sometimes and depending your officers’ skills, he may just flee on foot.
Many players have no clue how to stop a suspect’s car in chase, then here is your solution. It is recommended to deploy Medium Patrol Car 2 as they have average speed and higher range (But minus bonus skill and expensive cost) and once the suspect’s car is in the police car’s range, the green bar will slowly fill and when it fully fills, the suspect will surrender or flee on foot after dumping his car. Multiple patrol cars in his range does not fill the green bar faster.
There is a bug where patrol cars will not react if a suspect’s car is passing by them unless you order them to chase him. This has been noted down by the developer as it is very unrealistic and unfair if they won’t react.
There is also another great addition during pursuits. Patrol Helicopters can respond to vehicle pursuits if you order them so. Once a Helicopter is right ontop of the suspect’s car, the helicopter will stay on the air, following the car and also shines a spotlight onto it during night shift. However it does not increase the green bar, therefore you still need squad units in pursuit to increase the green bar.
Fun fact: Pursuits did exist in the first Police Simulator but very simple and useless as they will get automatically caught if a patrol car would be too close to them. They were planned for Police Simulator 2 but was cut, an existing text of “Motor Vehicle Theft” can be seen in files which did not exist in the game as crime call.
Finding suspects
This is a very difficult task but very common task to accomplish, especially after investigations on a crime has been finished.
On missions you may get told that the suspect you are looking for is driving a car or on foot. But, well, you may get misled and instead of the suspect being on foot, he may be driving a car! Uh oh. This also happens to afternath of investigations as well but you are never told if the suspect is driving or walking on foot so you are completely alone on that tasks.
How to find them? Well, two ways. Two very simple ways, at least from what I witnessed.
Did you know the officers on foot patrol can check civilian’s ID? Jackpot. They can arrest civilians on spot if they are found to be a suspect from the crime scene other than trying to commit an another crime. This is the reason why you should always employ foot patrols around the districts as civilians can try commit a crime but before doing so, they are checked by a police officer on foot and arrested on spot because the civilian had a gun on him.
Only foot patrols? No. Roadblocks too! Let’s not forget that EVERY vehicle that is trying to pass by the roadblock, they must be checked beforehand. Suspects are scared to be checked so if they are in their vehicle, they will just bail out and flee from the roadblock, only to get caught by the officers, if you are lucky. It is recommended to have officers stepped off their patrol car during roadblocks as they will not react if they are in their patrol car.
Only two ways! You can always place roadblocks anytime you want but it is not recommended as the traffic will be slow and it will be minus a patrol car from patrolling to increase public safety, employ foot patrols instead.
Officer Stats
This is the system where it is very very important in the game. But why? My cop got 12 officer skills, he will manage to stop those silly riots! No, you are wrong. This is not Police Simulator where even normal cops could put the riots to a stop or even put hostage situations which require SWAT, to a stop without any fear or common sense. This is Police Tactics!
You heard me right. This is how it should look like.
You got the following skills to keep in mind: Officer, Riot Control, SWAT, CSI Investigator, Detective and Undercover Agent.
Tom Phillips is specialized to Officer Skills so he is regular and patrol man of the Newfall Police Force (Is it even fictional of LAPD/NYPD?). Why? Because me the Police Chief said so, so don’t backtalk. Yes, that’s my reaction.
Officer skills is HIGHLY recommended for REGULAR crime calls! Shots fired, robbery, knife stabbing, vehicle pursuits and so on. The higher, the higher chance the officer will win the crime scene, depending the police officers number and the suspect’s skills.
Riot Control skills is HIGHLY recommended for RIOT calls! Just riots, protest, brawl. These are tough scenarios and it is recommended to employ a lot riot officers with high riot skills to win riot calls. It also depends the suspect’s skills as well.
SWAT skills is HIGHLY recommended for special crime calls. I haven’t received them yet, so I can’t post more about this.
CSI Investigator is HIGHLY recommended for INVESTIGATION calls. This is usually when a suspect is lost by the police officers and CSI are called to investigate his whereabouts and that’s that. The higher skill, the faster the investigation finishes. CSI Investigators are very useless against crime calls.
Detective is HIGHLY recommended for QUESTIONING witnesses. This is always after an investigation finishes and the higher skill, the higher chance to get a witness talk. Detectives are very useless against crime calls.
Undercover Agent. Haven’t reached to that yet.
So, let’s get in interesting stuff. If you hire a new member, he will be ROOKIE (Thats what I call them because I said so.) and aren’t specialized to anything. So it is recommended to get them on foot or vehicle patrol to get them leveled up and have available skills to spend. If you don’t spend, don’t worry, he will overtime get leveled up and you will get more skills available to spend.
If a role has MORE than 4 skills, then he will be specialized to it. For example, John Doe got 3 skills on OFFICER role then I can give him an another skill on that role and he will become fully sworn patrol officer at which will respond to crime calls and nothing else. He will be very useless on CSI investigations, questioning witnesses and stopping riots. He can however, assist riots only if they are accompanied by riot officers.
If I got Jane Doe with 3 skills on CSI Investigation, then I spend another skill on that role, she will become fully sworn (Specialized) to CSI Investigation and nothing else. She will be useless to anything else such as, crime calls, questioning (Useful at low levels), riot controls and so on.
If I got specialized Detective, she will be useless on crime calls, CSI investigation, riots, etc but useful at questioning witnesses.
And it goes on, very simple. But be careful! The more skills you spend on an officer, the higher salary he gets! So be careful with your income and expenses. You can not remove skills or demote them so you will have to fire them and hire a new one. You have been warned.
If you need Detectives, you should make sure the other skills are not more than 3+, thus they are not specialized with anything and add all skills to Detective role and once it goes more than 3+, he becomes Detective. You can have different groups to make it easier to find them and order them around.
Hospital
ARGH! I am hurt! The snail bite me! – Okay. (No, this is not quoted in-game lol)
Officers with low Officer skill responding to crime calls which has higher suspect’s skills than them, they will get injured or seriously injured and may win or fail the crime call. If they fail, the suspect flees. If it flees, CSI investigation shall investigate his whereabouts. If the investigation is a success, Detectives shall question the witnesses. If that’s success as well, you shall go find those dimwits and bring them back to jail. In order to do that, you have to employ foot patrols for ID check and/or roadblocks to check every car if the suspect is driving.
Do you realize what it means sending low officer skill cops to crime calls that are tougher to them? DO YOU REALIZE? It will be a pain in the ass as you have to handle the afternath of your failure to stop a crime.
Do you see the bottom picture? I dispatched two patrol cars with 4 officers with a total officer skills of 43 against a crime call which suspects got total 21 skills! Have I won the crime call? Surely. However, the suspects resisted. There are two ways a suspect is resisting: Flee or fight back. Glad they were not armed with firearms so they fought with their tiny fists to my fellow officers who responded by attacking back with nightsticks. Were my officer injured from the resist? Yes but not that much. Do they need medical attention (Hospital)? No.
So the thing is simple. If there is a crime call with suspect’s skills being 30 and you send officers with total 15 skills, they WILL get injured but the thing is, will they win the crime call? No one knows.
If the suspect’s managed to injure the cops too severely, the cops will vanish and “sent” to hospital, thus the suspects will find it opportunity to flee the area. You can dispatch another patrol car but the chances to arrive on time is depended how far they are.
If the officer got light injuries, he will continue patrolling normally. If the officer got serious injuries, he will be sent to hospital for several hours in-game which is huge disadvantage. Officers can regain health only at the HQ (Headquarters).
It is highly recommended to check your roster, especially the Police Officers roster more often. Their bars and/or their percentages indicate their health points. The lower their health is, the higher chance they will get incapacitated on their next crime call, thus sending them to hospital.
Ambulance and Prisoner Transport Van
Every crime call will always have a suspect placed in handcuffs (Unless he/she managed to flee from the crime scene, thus an investigation needs to be taken place), a Prisoner Transport Van will always be summoned to the scene and take all on scene arrested suspects.
A driver of the van will step off his van and grab all suspects one by one and place them inside his Prisoner Transport Van and once all have been detained inside, the driver will get in his van and will leave the scene and will vanish off the map soon after.
On the other hand, if a suspect or even a member of the police force gets incapacitated, an ambulance will be summoned on the scene and treat the incapacitated people and transport them to hospital. However, the ambulance, like the prisoner transport van, will vanish off the map.
These two entities (Ambulance and Prisoner Transport Van) are very optional and exist to provide more realism and to feel the scenes more real. They are automatically summoned to scenes, there is no other way to summon them for something else.
Economy
Oh my god! How do I get money? I can’t find any cash! Take snickers and calm down.
It’s fairly easy!
We have Speed Camera Van for a very good reason. They are parked on fixed locations and whoever speeds, the driver gets fined and the cash goes directly through to your “Police bank”. If you complete/win crime calls, you get bonus cash too! If you complete missions, you get bonus cash! Council also gives money as well but most important is to keep the districts safety level higher and crime calls answered and completed.
Each midnight (00:00) you get paycheck along with your score how satisfactory you did in a day.
Final Words
I will update this guide time-to-time with more pictures if possible. Please do not forget to rate! 🙂
Feel free to add me for any tips in the game.