Jurisdiction

Jurisdiction

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Official Guide
By Meteor Shock
The official guide for players looking to arm themselves with great knowledge in the fight against crime!
   
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Introduction
This official guide to JURISDICTION is intended to provide knowledge to players looking to learn everything from simple tips to insider information about how the game works.

This guide is not intended to replace the tutorial. All new players are advised to play the tutorial and to explore the in-game manual. The manual can be accessed from the in-game pause menu by pressing ESCAPE and then by clicking the HANDBOOK button.

Setting up a New Game
When starting a new game, you can customize a number of settings to create whatever kind of game you'd like to play.

SUSPECT POPULATION

This setting determines the maximum number of each type of suspect that can exist in the game at any given time.

The spawn limits defined by this setting are independent of the additional number of suspects that can be added to the game during a crime wave.

New or casual players are advised to use a low setting.

SUSPECT SKILLS

This setting impacts the maximum level for each suspect's Stealth and Aim skills.

Higher settings mean suspects are more likely to hit the targets they're shooting at, and less likely to be reported by the public while committing a crime. This subsequently determines how hard it is to catch criminals.

This setting also determines how much evidence suspects leave behind at crime scenes. Higher settings mean that investigations will be more difficult for your investigators.

CRIME WAVES

This setting controls how often crime waves occur, and how intense those crime waves will be.

Crime waves temporarily increase the maximum number of suspects that can spawn in the game. This setting also causes suspects to spawn more frequently. This means even if you have the Suspect Population setting at its maximum value, the total number of suspects allowed to spawn will be even higher during a crime wave.

Boosting both the Suspect Population and Crime Wave settings to their maximum values is recommended only for players who want an extremely challenging experience.

INITIAL CRIME DELAY

This setting determines how long you will have at the start of the game to establish yourself before suspects begin spawning. During this time you can train units and get them spread out across the city before any calls come in and before any public opinion polls are taken.

New players and casual players are advised to set the delay to its maximum value.

STARTING MONEY

This setting controls how much money you will have at the beginning of the game.

The amount of money you start with will determine how many units you can recruit within your first year and how soon you may be able to afford things like a police helicopter.

Most players are advised to leave the setting at its default value.

STARTING PATROLS

This setting determines whether or not you'll begin the game with premade patrol routes already created.

Premade patrol routes can be edited or deleted just like any route you create yourself.

It is recommended to leave this option enabled.

CHALLENGES

This setting enables Challenges that will add specific objectives to the game that you must achieve in order to win.

Leave this setting unchecked if you want to play freely in an open-ended game.
Police Stations
There are four police stations in the city of Freemont.

Each of these stations are linked together. Any changes you make at one station will immediately be applied to the others.

Before recruiting units, make sure you have selected the division you want to recruit units into!

When you recruit a unit, that unit will appear at station you clicked to access the recruits menu.

It's always a good idea alternate which stations you are recruiting units at. This allows you to quickly get new units distributed across the city, rather than recruiting everybody at a single location and having to wait for them to travel across town to reach their destination.

If you are recruiting a unit that you wish to immediately send to training, it is recommended you recruit that unit at the police station nearest the Police Academy.

Police stations have large parking lots attached to them. These parking lots are a great place to position units you don't use for common jobs. For instance, SWAT teams and investigators who have nothing to do can be positioned at all four police station parking lots and then sent to specific calls when the time comes.
Unit Skills and Statistics
Every unit has a set of skills that determine how effective that unit will be at their job.

When hiring units, make use of the skill filters on the Police Department menu. Skill filters allow you to flag units whose skills fall below the value you've set for that skill. Units whose skills do not meet your requirements can still be hired, but they may perform below the standard you desire.

Try to ensure that the skills of all units within a division meet or exceed the desired minimum values you set for those skills. The more uniform the skills are within a division, the more consistent your units will be in carrying out their duties.

AIM

This is the unit's ability to shoot a gun effectively. Higher skills mean a greater chance that the unit will hit the target they're shooting at.

It's important to note that each type of gun has its own handling characteristics which may determine what level of Aim skill that weapon is intended for. See the "Weapons and Gear" chapter of this guide for more information.

STRENGTH

This determines how effective the unit is when wrestling with suspects and when performing tasks that are physically demanding.

This skill influences how long a unit can last when wrestling with a suspect. Higher Strength skill means the unit has a better chance of outlasting the opponent they're wrestling with, and therefore other units who are on their way to assist have more time to reach the scene of the fight.

INTERROGATION

This is the unit's ability to communicate effectively with other characters in the game and to gain useful information from witnesses and suspects during investigations.

Calls that require mediation, such as arguments, can be resolved more effectively by units with higher Interrogation skill. Units not meeting the Interrogation skill for a mediation call will issue a ticket or warning since they cannot resolve the argument through dialog.

Multiple units at the scene of an investigation will stack their Interrogation skills together to perform the investigation more effectively.

EVIDENCE

This skill determines the unit's ability to collect useful evidence during investigations.

Multiple units at the scene of an investigation will stack their Evidence skills together to perform the investigation more effectively.

AGE

This is how many years old the unit is.

After they reach 50 years of age, units will lose 1 point of Strength and 1 point of Aim for every birthday that goes by from then on.

Upon reaching 60 years of age, units will retire from your police force.

DONUTS EATEN

Each unit may consume a certain number of donuts per day. These donuts are delicious and there is nothing you can do to stop units from eating them. Fortunately, donuts do not impede a unit's ability to perform their job or influence their skills. The total number of donuts a unit has consumed during their career is tracked on the unit controller, which you can access by clicking on the unit.
Weapons and Gear
Each of the three divisions of your police force have their own unique gear assignments.

When assigning gear to a division, think about what calls you would send members of that division to. It may not make sense to have investigators interrogating witnesses at a burglary while wearing full body armor, or to have SWAT units raiding a drug lab with nothing but a stun gun to fight with.

Pay attention to the intimidation rating for the division you're outfitting. The public expects a certain level of restraint when you are giving your cops weapons and armor, and if you give units too much of either, you may begin to lose public approval over time.

The intimidation score for a unit causes protesters to be less likely to become violent. Intimidation scores will stack at protests so that the more units there are at the protest, the less likely protesters will be to act violently.

ARMOR

Body armor takes damage when attacks land on that piece of armor. The more armor a unit is wearing, the more likely they are to avoid taking damage during an attack while the armor is still intact.

Each time a piece of armor takes damage, it will deplete until it is gone, leaving the unit vulnerable to being injured or killed.

Armor greatly increases the odds that a unit will survive combat, but it doesn't guarantee their survival.

Armor will be fully restored once the unit wearing it is no longer in combat.

9MM PISTOL

This weapon has the lowest potential damage of all firearms but it is the easiest to handle. Even units with very low Aim skills can be effective with this gun.

45 PISTOL

This weapon deals moderate damage but is intended for use by units that have moderate Aim skills.

357 REVOLVER

This weapon deals out high damage but requires units with high Aim skills to be effective.

SHOTGUN

This weapon does high damage and requires minimal Aim skills to be effective.

RIFLE

This weapon does the most damage of any gun but requires very high Aim skill to be effective.

STUN GUN

Fires a projectile that incapacitates suspects with an electrical shock upon impact. This is a great device for preventing situations from escalating to violence but it requires very high Aim skill to be effective.

Stun guns are particularly useful when dealing with violent but unarmed suspects. The use of a stun gun will prevent the situation from turning into a fight if the unit can land a shot with the stun gun before the suspect tackles them.

NIGHTSTICK

Units will use this tool only when wrestling with suspects. The use of a nightstick greatly amplifies the ability of the unit to overcome the opponent they're wrestling with.

INTIMIDATION

The intimidation value for each item that can be assigned to a division is listed below.

ITEM
INTIMIDATION
Helmet
5
Vest
4
Waist Protector
5
Leg Guards
5
9mm Pistol
1
45 Pistol
2
357 Revolver
3
Shotgun
5
Rifle
7
Stun Gun
1
Nightstick
3
Crimes
When a suspect decides to commit a crime, they will travel to the location where they intend to commit that crime. Upon arriving at the scene, the suspect may choose to loiter around the area for a little while before engaging in the crime.

The suspect's goal is to carry out the crime and then escape without ever getting reported or caught. It is fully possible that suspects can case an area, carry out a crime, and then escape from the scene without ever being discovered. This is why it's so critical to make sure you have police coverage across the city with no major gaps.

All crimes impact your score in one way or another, and the longer a crime persists, the more damage it will do to your score.

DISCOVERING CRIMES

Crimes can be revealed as soon as the suspect has started casing the scene, or as soon as they begin the crime itself if they choose not to case. Either way, most crimes will only last a short while before they are complete.

Crimes can be revealed to you in the following ways:

A resident notices something suspicious and calls the police. This is more likely to happen when the suspect has a lower Stealth skill.

A police unit or police helicopter moves within range of the crime.

You call an informant and they reveal the crime to you. There are some things which cannot be revealed any other way.

AUDIO CUES

You can also discover the presence of crime simply by listening! Some crimes produce noise even if they aren't visible on the map yet. Zoom the camera close to the ground and listen for suspicious noises. If you hear something out of the ordinary, send a unit to that area and then they will reveal whatever is going on there if the crime is still happening when they arrive.
Car Chases
It's not uncommon for suspects to run from the police. When this happens, the unit that was dispatched to make contact with the suspect will automatically start chasing.

The only exception is if there are other suspects at the scene who remain cooperative and the unit's division policy for pursuits is set to "Averse." In that case, the unit will remain at the scene to deal with the cooperative suspects and let the fleeing suspects go.

Fleeing suspects can disappear from view if they manage to move out of range of any nearby units. Once the suspect disappears, any units who were in pursuit will give up. If the fleeing suspect is revealed again by coming within range of a unit, the chase can be resumed by dispatching units to chase the suspect.

A fleeing suspect will only stop when a certain number of units are pursuing that suspect and are within close proximity. The number of units required to stop any fleeing suspect will vary.

Once the suspect reaches the edge of the map, they will escape and you will be unable to see them or stop them. If the suspect's crime is a burglary, a homicide, or a runaway, then their crime will become an investigation at this point. The suspect can be arrested once they have been identified by investigators and their home is revealed on the map.

SPIKE STRIPS

Once you've unlocked Specialized Gear in the Annual Report, traffic units will carry spike strips that can puncture the tires of fleeing vehicles. The spike strip will only affect suspects who are fleeing from following units, so it is safe to leave the spike strip on the road as long as you want and it will work against any suspect who is trying to escape from the police. This means spike strips can be something you set once and forget if they are placed on roads fleeing suspects will always travel when headed for their escape at the edge of the map.

The spike strip does require the traffic unit that deployed it to remain stationary for as long as the spike strip is in use.

Once a fleeing suspect's tires have been deflated, it only takes two units in pursuit and within range to stop the suspect. Because spike strips lower the number of units typically needed to pull over a fleeing suspect, they are valuable tools early in the game when you cannot afford to dispatch more than a couple units to a car chase.
Combat
Some suspects will become violent when units attempt to stop them from committing crimes. When this happens, units will respond according to what weapons they have available and what their combat policies are.

Suspects and units can only fight when they are within a certain range of each other. Any available units within range of a fight will automatically join in.

SHOOTING

When shooting, a unit's Aim skill will determine the likelihood that any shot they take will hit their
target. The higher the Aim, the more likely the unit is to hit their target. Certain weapons are easier to use than others for units with low Aim skill.

TACKLING SUSPECTS

Units may grapple with suspects instead of shooting them depending on what weapons the unit has available and what weapon the suspect has. Department policy will also determine when units will attempt to tackle a suspect.

When tackling a suspect, the Strength of the characters involved determines who wins. Strength determines how much energy a character has to fight with, and whoever runs out of energy first loses. Multiple characters can be involved in grappling, whether that means multiple suspects wrestling a single cop or multiple cops wrestling with a single suspect.

A unit who uses a nightstick will deplete their opponent's energy faster, but nightsticks can sometimes be seen as excessive force, especially if units already have an aggressive combat policy.

INJURY AND DEATH

Injured units will be indicated by a red cross over their badge and will be sent to the hospital to recover. Once they recover, units will automatically resume their patrol routes.

Deceased units disappear from the map.

Injured suspects are placed under arrest and sent to trial.

Deceased suspects disappear from the map.

TEAR GAS

SWAT units can carry tear gas grenades that can be launched at suspects. When a suspect comes into contact with tear gas, their ability to fight and aim will be dramatically reduced for a limited time. Some suspects have gas masks which will make them immune to tear gas.

All units are always immune to tear gas.
Helicopters
The police helicopter is one of the most valuable tools you can have in the fight against crime.

In order to recruit a helicopter, you must first unlock the Helicopter Pad perk in the Annual Report. Once that is done, you can purchase the helicopter at any of your police departments around town. The helicopter costs $15,000, so be sure to stop and think about if this is the right time to make the purchase!

Once recruited, the helicopter will be parked on the landing pad at the police department it was purchased at. Click on the helicopter and move it to a location or crime to cause it to begin flying.

Once in the air, the helicopter will reveal most hidden crimes and all suspects within range of it. The helicopter's range is roughly equivalent to an area of about 18 city blocks by 18 city blocks.

The helicopter's ability to keep suspects in sight makes it extremely useful for situations like dragnets and car chases, or to reveal every suspect within the area of a police raid.

HELICOPTER PATROL ROUTES

The helicopter can be assigned a patrol route just like any other unit. However, it's best to create a simple, custom route that spans the whole city rather than assigning it to a route that only covers a small portion of the city.

An ideal helicopter route is one that sweeps back and forth across the city from one end to the other.

MEGAPHONE

The helicopter comes with a megaphone that is used to tell crowds to leave an area. You can use the megaphone by clicking on the helicopter and clicking the "EVAC" button on the helicopter controller.

This will cause the helicopter pilot to order nearby people to leave. Some people may not listen to this order the first time they hear it, so if you have people refusing to leave, keep ordering them to evacuate!

Evacuation orders only work on crowd members at protests which have already been ordered to disperse, or at the scene of fires.
Informants
Informants can reveal hidden crimes and criminal organizations when you call them.

The three informants available to you can only be called if you have enough Intelligence points saved up to call them, and only if there are crimes available for them to report.

GATHERING INTELLIGENCE

Whenever a suspect is arrested, there is a chance that they may have useful information for you about other suspects or criminal organizations around town. If so, you will gain Intelligence points. As these points accumulate, they can be spent on phone calls to your informants.

INFORMANT: R.B.

Clinical social worker with information relating to low-level criminals and disaffected youth. Former director of community outreach for local charity that was shuttered due to scandal.

R.B. is a good informant to call when you having trouble keeping control of property crime.

INFORMANT: "SKIPPER"

Well informed about a diverse range of criminals. Former drug dealer who had charges reduced in exchange for cooperation.

"Skipper" reveals crimes and organizations related to low-level drug dealing and prostitution, some of which cannot be discovered any other way.

INFORMANT: "MOTH"

Has connections to highly organized criminal enterprises. True identity and criminal history unknown.

"Moth" only reveals things that cannot be discovered any other way. These things are major sources of crime in the city.
Annual Report
Every January, you'll receive your Annual Report which provides statistics from the previous year and allows you to choose a new reward or perk for the current year. It's very important to open this report and claim the reward you want as soon as it's available. Some perks only last until the next Annual Report is issued, so the sooner you activate the perk the longer it will benefit you.

FUNDING

This perk immediately deposits the stated amount into your budget. The amount of money available at the time of each report will vary after the first report. The amount is random, so if you see an unusually high amount offered, it might be a good idea to take it while you can!

CAPTAIN'S OFFICE

This perk allows you to assign captains to head each of the three divisions of your police force. When a captain is assigned to a division, the units within that division will complete most of their tasks faster when dealing with suspects. The time it will take for them to process suspects and resolve crimes will be about half of what it would be without a captain.

Captains also enable units within their division to learn faster at the Police Academy, but only if the captain's skill is higher than the skill of the units in training.

Captains can still patrol and respond to crimes like any other unit, but because of the important role they play, you should think carefully about how much risk you expose captains to. If the captain is killed you will lose the benefits they brought to their division until a new captain is assigned.

Because they accelerate the training process, captains are valuable early in the game when building up your police force. However, the cost to assign a captain is $4,000, so it's smart to make sure you'll be able to afford to do this before selecting the perk.

SPECIALIZED GEAR

This perk enables members of each of the three divisions to carry special gear.

Traffic units will receive spike strips which puncture the tires of fleeing suspects and reduces the number of units needed in pursuit to stop those suspects.

Investigators receive disguises that allow them to carry out undercover stings. These stings can lure in criminals who can then be arrested by undisguised units.

SWAT units receive tear gas grenades which can be fired at hostile suspects from a distance. Tear gas will briefly reduce the ability of suspects to fight and aim weapons.

HELICOPTER PAD

This perk allows the purchase of a helicopter for your police force. Keep in mind that choosing this perk only unlocks the ability for you to buy the helicopter. It doesn't buy anything at the time the perk is clicked.

Once the helicopter is available for purchase, you'll need $15,000 to make the purchase. Due to its expense, and the fact that the helicopter is most valuable when crime has had time to grow worse throughout the city, it's usually best to save this perk for later in the game.

RECRUITING DRIVE

This perk will halve the time needed for a new roster of recruits to become available. This perk is extremely useful early in the game.

This perk expires at the time of the next Annual Report.

NEIGHBORHOOD WATCH

This perk makes the public more likely to report property and safety crimes. It would be most useful when you're struggling to keep up with property and safety issues.

This perk expires at the time of the next Annual Report.

FORENSICS OUTSOURCING

This perk makes investigators more effective while the perk is active. However, the cost to conduct an investigation also goes up while this perk is active. It is best to use this perk if you have lots of investigations piling up and your investigators are having to restart cases multiple times to complete them.

This perk expires at the time of the next Annual Report.

PUBLIC SERVICE ANNOUNCEMENT

This perk will reduce the duration of any crime wave that occurs while the perk is active.

This perk expires at the time of the next Annual Report.
Income
Money plays an important role in the fight against crime. You'll need it to recruit units, conduct investigations, buy tear gas, assign captains, and buy useful tools like helicopters!

Your primary source of income will be the Funding perk you can claim from the Annual Report each January. The amount offered to you is random from year to year. Some years will be more, some years will be less.

There will be some years when you probably won't need to use the Funding perk, and these times are great opportunities to try out other perks. You're more likely to break away from your dependence on the Funding perk when you take advantage of other income opportunities.

TICKETS

Tickets can be a respectable source of income when there are plenty of violations to ticket and when units have a preference for writing tickets rather than warnings.

You can greatly increase the odds that units in a specific division will ticket an offender by using the Policies menu to set the division's Punishment policy to "Strict."

All violations that can be ticketed, and their ticket values, are listed below:

OFFENSE
TICKET VALUE
Barking Dog
$100
Loud Pipes
$150
Garage Band
$100
Loud Car Stereo
$150
Speeding
$150
Failure to Signal
$100
Reckless Driving
$150
Burned Out Lamp
$100
Expired Tag
$100
Disturbance
$120
Fast Food Disturbance
$100

POLICE RAIDS

Raiding criminal hideouts and drug labs doesn't just make the city a safer place to live. It can also be quite lucrative!

When criminal hideouts and drug labs are captured, money that was hidden in those locations is seized by your units. This money is immediately added into your budget so that it can finally be put to good use.

The amount you will receive for successfully completing a raid will vary depending on what the raid is, but it can be any amount from $5,000 all the way up to $25,000

Keep in mind that raids are only profitable when executed safely without losing too many units that would need to be replaced by hiring more.

RECOVERING STOLEN CARS

When a car thief successfully steals a car by breaking into it and driving it to the edge of the map without being caught, the car they stole will eventually reappear around town as a suspicious vehicle.

If a unit stops a suspicious vehicle and it turns out to be stolen, the stolen vehicle is recovered once the driver has been arrested. The stolen vehicle will be immediately returned to its owner and you'll receive a reward of $3,000.
Expenses
It's important to know what things cost and when to expect expenses. This section will explain what things cost money and how much they cost.

RECRUITING UNITS

Recruiting new units will be the biggest expense you face over time. Ideally, you'll be able to slow down or stop recruiting once your police force has grown enough to maintain control over the city. But all units eventually retire, and some will be lost in combat, so recruitment never truly ends.

Below is a table of units and what they cost to recruit.

UNIT
COST
Traffic Unit
$2,000
Investigator
$2,600
SWAT Unit
$3,000
Captain
$4,000
Helicopter
$15,000

You will not be allowed to hire any units you cannot afford to hire.

INVESTIGATIONS

It costs $500 to conduct an investigation. This is true whether the investigation is being launched for the first time or you've ordered units to restart a case.

If you've activated the Forensics Outsourcing perk from the Annual Report to make investigations more efficient, an additional cost of $400 will be added to the base cost of each investigation.
Investigations
Most crimes will simply end once the suspects have escaped by reaching the edge of the map. However, burglaries, homicides, and runaway kids will become investigations and require further action from you to be resolved.

A crime that has a large blue magnifying glass attached to it is an investigation. These investigations require units at the scene to be resolved.

Starting an investigation, or restarting an investigation, will deduct the standard cost of $500 from your budget. If you are using the Forensics Outsourcing perk, this cost will be higher.

Investigations require Interrogation and Evidence skills. Higher skills mean the investigation will be completed sooner. Units conducting an investigation will combine their skills, so it is generally better to group many units on one investigation.

As the investigation is carried out, the Identity and Evidence meters on the case details screen will fill in. The higher these meters are filled, the more likely you are to convict whoever your investigators name as the suspect.

If you aren't satisfied with the results of the investigation, you can restart the case and investigators will continue where they left off, adding more and more to the case until it is complete.

CASE LEADS

Most investigations allow you to issue warrants to arrest suspects. One exception is the runaway child investigation.

A runaway child could be hiding at any number of homes around the city where they have friends or family. In this case, you'll see a number of small magnifying glasses appear above homes where the child may be hiding. These are case leads.

You can check out a case lead by dispatching a unit to the small magnifying glass icon. The unit will knock on the door of the residence and if the child is there, they will take the child into custody. Otherwise, the case lead will be removed and you'll need to go check out another one.

The more thorough the investigation, the fewer case leads you'll have to sort through.
Warrants
Warrants you've issued from investigations will appear above the home of the suspect. It is impossible to know for sure whether or not the suspect is truly guilty of the crime until after they've been arrested, so make sure you have a strong case against the suspect before issuing the warrant! See the "Investigations" chapter of this guide for more information.

Warrants can be served by selecting a unit and then clicking on the warrant. If the suspect is home, they will become visible once a unit moves in range. However, if the suspect is not home, the unit will simply move to the location of the warrant and wait.

In cases where the suspect isn't home, it may be a good idea to position a unit on the street outside the suspect's house so that the unit will immediately reveal that suspect as soon as they come home. The presence of a unit outside their home will not scare away the suspect.

Once the warrant is served, the suspect may choose to surrender, to fight, or to run away. If the suspect runs away, they can still be caught so long as they do not reach the edge of the map.

If the suspect reaches the edge of the map, you will need to wait for them to reappear at their home before trying again to arrest them.
Police Raids
Certain criminal organizations can only be closed down by conducting a police raid.

When you open the details for something like a drug lab or gang hideout, you'll have the option to start a police raid. You'll be required to remove any units from the highlighted area before the raid can actually begin.

Once the raid has begun, you will need to sweep through the highlighted area with units to locate and take out the organization's thugs. If you have a police helicopter, it would be a good idea to position the helicopter above the raid to reveal the location of thugs within the raid zone so they don't surprise your units.

Some organizations may have more thugs than others, depending on the size of the organization. Very large organizations may be equipped with special gear like gas masks to protect them from tear gas.

Keep in mind that any ground unit that enters the raid zone will be in danger, even if the unit is just passing by on patrol or responding to an unrelated incident.

FINISHING A RAID

A raid is successfully carried out once the thugs have been cleared from the raid zone.

If you're raiding a drug lab, you'll need to arrest the ringleader of the lab. For small labs, the ringleader will be at the location of the lab, which is their home.

For a professional drug lab, the ringleader will not be present. You'll need to arrest them by dispatching units to the home of the ringleader, which will be indicated from the details window for the lab.

Upon closing down the criminal organization, you'll receive money seized from the site, which you can spend any way you see fit.

CANCELLING A RAID

If you decide you do not want to carry out a raid after you've started it, you can cancel it from within the details window for the criminal organization. Simply click on the organization's crime bubble to access these controls.

Once cancelled, the organization will still be there and will continue to operate even if you took out some of their thugs. Though the raid zone will disappear and the organization's thugs will no longer be able to interact with your units, the organization will begin the process of replacing any thugs you arrested or killed.