Tools

Run a Police Station Checklist

A practical order: codes → officers → calls → tiers → fleet → divisions and missions.

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Use this checklist every time you join Run a Police Station. It keeps the department growing in a safe order so you do not blow early cash on vanity vehicles or skip free codes. Work top to bottom. Only skip a block when it is already complete for the current session. For system explainers, jump to the linked guides; this page is about execution.

New players should read Getting Started once, then live inside this list. Returning players can jump to the first unfinished section after checking the updates hub.

How to use the checklist

  • Tick items mentally or in a notes app as you finish them.
  • Redeem codes before spending.
  • Prefer one completed block over three half-finished menus.
  • Re-run the list after major patches such as November 2026.
  • When stuck on money, open earn money without abandoning the order.

1. Codes and free rewards

Free rewards are the cheapest boost in the game. Clear this block before hiring sprees or fleet shopping.

  • Open the codes hub and copy every listed active code
  • Follow how to redeem and submit each code exactly (watch capitalization)
  • Confirm rewards landed in inventory or currency
  • Recheck the official Roblox description via the links hub for newly posted codes
  • Bookmark codes for the next session so you do not forget after a disconnect

Tip: If a code fails, remove spaces and try again before assuming it expired. Keep a short note of what still works.


2. Officers: hire and train

People clear calls; empty desks stall the tycoon loop. Staff before you flex on cars.

  • Review roles on the Players hub
  • Hire at least two affordable patrol officers if the roster is thin (hire and train officers)
  • Train patrol and response skills first on new hires (officer skills)
  • Add one specialist only after basic calls are stable (pursuit, detective, or tactical/SWAT)
  • Plan a Captain promotion only after the emergency core works
  • Add a K-9 tracker when Hot Pursuit or Most Wanted jobs need tracking (Good Dog later)
  • Cross-check spend priorities on the officer tier list
  • Avoid promoting everyone; save high-potential staff for later division needs

Tip: Depth on two relevant skills beats shallow points across the whole roster. Fund training with code rewards plus a short dispatch streak.


3. Dispatch calls and early income

Calls turn staffing into cash. Clear a wave before heavy upgrades.

  • Open the dispatch board and identify call types (dispatch calls)
  • Send the smallest effective team for each job (do not overstaff accidents)
  • Match specialists to robberies, bank heists, Hot Pursuit chases, detective cases, and SWAT scenes
  • Keep a fast chase unit and a tactical/SWAT package from competing for the same hull when both are live (chases and heists)
  • Bank payouts toward the next checklist block instead of impulse buys
  • If income feels slow, follow earn money while staying on this list
  • Rotate officers so one failure does not bench the whole department

Tip: Failed calls teach you which skill to train next. Note the gap, finish the wave, then return to section 2 briefly.


4. Station tier upgrades

Six station tiers expand headquarters capacity and unlock later systems. Push tiers when payroll and call flow are healthy—not before.

  • Confirm officers and dispatch are producing steady cash
  • Read tier goals on station tiers
  • Buy the next tier when it unlocks meaningful space or systems you will use immediately
  • Recheck hiring caps and desk coverage after the upgrade
  • Do not chain tier purchases if the fleet and skills are still weak
  • Log which tier you reached for the next session

Tip: A higher tier with untrained officers is just a prettier empty building. Tier up to enable better play, not to cosplay endgame.


5. Fleet: cars, SUVs, vans, armored

Vehicles multiply good officers. They do not replace them.

  • Audit what you already own before buying duplicates
  • Upgrade or unlock a ride that matches your best-trained officers (vehicles fleet)
  • Prefer practical SUVs for chase backups and tactical vans for SWAT or heist entries over pure cosmetics
  • Save armored options for SWAT spikes and high-threat bank heists once tactical skills exist
  • Consult the vehicle tier list before expensive purchases
  • Retire or ignore rides that do not support current call types

Tip: Pair each major vehicle buy with a named officer skill plan. If you cannot say who will drive it and why, wait.


6. Divisions, missions, chases, and SWAT packages

Divisions, detective cases, and structured chase/heist work are mid-to-late goals. Unlock them after codes, officers, calls, tiers, and a workable fleet are online.

  • Verify station tier requirements for the division or mission you want (missions and divisions)
  • Assign trained officers rather than brand-new hires—detectives for cases, tactical/Captain for SWAT, pursuit/K-9 for Hot Pursuit
  • Keep enough patrol staff on normal dispatch so missions do not starve city income
  • Run at least one clean Hot Pursuit and one bank-heist or SWAT package when those calls appear (chases and heists)
  • Complete mission objectives, then reinvest payouts into skills or the next tier
  • Recheck updates for balance changes that affect mission rewards
  • Return to section 3 if the board backs up while you chase objectives

Tip: Missions feel great but can distract from the cash engine. Alternate one mission push with a dispatch cleanup wave.


7. Badges and long-term polish (optional each session)

Badge hunting is a long horizon. Sprinkle it on after the core loop is healthy. Full list: Badges.

  • Track progress toward First Collar (first arrest)
  • Clear a first Hot Pursuit-style chase and a first SWAT response when those calls appear
  • Put a K-9 on real tracking work toward Good Dog
  • Note Captain rank progress once a lead officer is ready
  • Push tier 6 only when ready for the Headquarters badge
  • Plan grind routes for Thousand Collars (1,000 arrests)
  • Keep answering calls toward Heart of the City (5,000 calls)
  • Use skilled officers so volume stays high without burning the fleet
  • Skim the compact overview on the links hub if you need a quick reminder

Suggested session lengths

Fifteen minutes. Sections 1–3 only: codes, quick hire/train check, dispatch wave.

Thirty to forty-five minutes. Add one tier purchase or one fleet upgrade (sections 4–5), not both unless cash is overflowing.

Long session. Full list through divisions/missions, ending with a badge progress note.


Common failure patterns this list prevents

  • Buying armored vanity before two trained patrol officers exist
  • Ignoring codes for an entire week
  • Training every skill one point at a time
  • Tiering up while dispatch calls time out
  • Starting missions with an empty patrol bench

If you catch yourself doing any of these, stop spending and restart from the highest incomplete section above.

Print the order in your head: codes → officers → calls → tiers → fleet → divisions/missions. Everything else on the wiki supports that spine.

FAQ

Frequently Asked Questions

Quick answers for chiefs building a stronger precinct.

What is the correct upgrade order in Run a Police Station?

Redeem codes, hire and train officers, clear dispatch calls, then spend on station tiers and the fleet before pushing divisions and missions.

Should I buy vehicles before hiring officers?

No. Staff and basic skills come first so calls pay out. Vehicles multiply trained officers; they do not replace them. See Players and vehicles fleet.

How often should I run this checklist?

At the start of every session and again after updates. Short sessions can stop after codes, officers, and dispatch; longer sessions continue through tiers and fleet.

Where do badges fit on the checklist?

Treat First Collar, first chase/SWAT, Good Dog, Captain progress, Headquarters at tier 6, Thousand Collars, and Heart of the City as polish after the core loop is stable. See Badges and the links hub.