
Alliance Mobilization runs every two weeks, and on paper it looks like a task board: accept a tile, clear it, collect points. For a funded account, it is something else. It is one of the few events in Police Chief where the game tells you, in its own numbers, exactly how badly you can waste a Diamond and exactly how to get one back. Most players never read that math. This guide does.
Two separate numbers in this event both look like a "level," and confusing them costs alliances their rewards. Your League is a season-long tier that changes only at settlement. Your Alliance Points Level is a 27-step ladder you climb inside a single event. Get the two mixed up and you misjudge everything else in this guide.
The event needs 15 alliance members and Chief's Office Lvl 10 to enter, and eligibility locks before the event opens, not during it. It runs for 6 days, every 2 weeks. Members accept timed tasks from a Public board and a personal Exclusive board, and every finished task pays Solo Points to the player and Alliance Points to the shared total.
The alliance's League (Novice through Legendary) caps how high the shared Points Level ladder can climb, and it caps how many ranks get paid. Novice pays 5 alliance ranks. Legendary pays 20. Mid-table in Legendary beats first place in Novice, in raw loot. That is the case for pushing League promotion before anything else in this guide.
The event's own pricing has a rule built into it: the smallest tier of any task family pays more per unit of input than the largest tier. Splitting a 7,200-minute speedup task into eight 900-minute tasks turns 450 points into 880. Splitting a 30-criminal task into six 5-criminal tasks turns 300 points into 720. The game prices small tiles at roughly double the rate of big ones, every single time.
Stack a 200% Exclusive badge on top of that small tile and the multiplier compounds. A 900-minute speedup pays 110 on the Public board and 220 with a 200% badge, the best point rate available anywhere in the event. A badged small tile is worth roughly four times what the same inventory earns on a big Public tile. Reroll Exclusive tiles until a badge lands, then take the smallest matching tile, every time.
Crime Bosses also quietly outpay Criminals: 40 points per kill against 24. Take the Boss tile whenever both sit on the board.
No, and the event's own numbers make this an easy rule to remember. A "Spend 5,000 Diamonds" task pays 100 points, which works out to 0.02 points per Diamond. Buying a 50-Diamond extra attempt instead earns roughly 18 points off that attempt's task. Completing a Diamond task purely to farm points is close to 900 times worse than spending the same Diamonds on an attempt.
There is one exception worth knowing: if you were already planning to spend those Diamonds this cycle, take the tile and let it double as points. The rule is about chasing the task, not about touching Diamonds at all.
A separate trap sits next to it. The 500-Diamond instant refresh does not grant an attempt, a task, or a point. It only skips the 2-minute wait on an Exclusive reroll, and the only moment that is worth it is the closing minutes of the event, when two minutes is genuinely the scarce resource.
Every League has a Solo Points cap on its milestone track, from 400 in Novice up to 2,500 in Legendary. Past that cap, every additional 200 Solo Points grants an Unlimited Mobilization Supply, and that loop never ends for the rest of the event.
Each supply guarantees a flat 5,000 Alliance Coins plus a Mobilization Supply Chest roll. The chest weights run roughly 40% for 100 Diamonds, 37% for two 5-minute universal speedups, 10% for advanced bulletproof fibers, 6% for 1,000 Diamonds, 4% for a hero equipment chest, and 3% for a legendary universal hero fragment. Averaged across the odds, 4.5 supplies return close to 450 Diamonds on top of the guaranteed coins and speedups, which is roughly what one 900-point badged tile costs to clear.
That math does not make the top-tier attempt a good buy. It only means the top-tier attempt is not a pure loss once you factor in what the loop eventually hands back. The correct order stays the same: fill attempts two through four at the cheap 50-Diamond tier every day, before ever touching the expensive one.
For a Novice-League account specifically, the 400-point cap means most of the event gets spent inside this loop. Treat it as the best Alliance Coin farm in the game at that tier, not a consolation prize.
Demotion has a points floor that ignores placement entirely. Finish below your League's minimum, and the alliance drops a tier no matter where it ranked. Finishing in the bottom three of the group demotes as well. Novice is the only League that cannot be demoted.
Promotion needs a top-3 finish in the group, plus clearing the next League's points floor. Legendary tops out at 120,000 Alliance Points, and reaching that ceiling needs roughly 1,200 points per member across 100 active members, or two badged tiles each for the whole event. When an alliance misses the ladder, the cause is almost always members who never opened the event, not members who scored too slowly. Chasing inactive accounts back into participation is worth more than any single optimization above.
Four permanent alliance world-map statues come from this event alone: Occupier's, Challenger's, Specialist's, and Champion's, one tier up from Novice. Each needs alliance Rank 3 or above to place, and each carries 99,999 HP once placed.
Here is the multiplier most serious Chiefs never think to optimize, and it sits underneath every allocation rule in this guide. Getting the Diamond priorities right decides what your spend becomes in the game. Where you buy decides how much spend arrives in the first place.
Most players buy directly in-game at full retail price, which absorbs platform fees and regional pricing overhead that reduce what lands in your account. For one Chief, the gap is manageable. For an alliance where 15 or more members all pay full retail independently, that gap compounds into a meaningful amount of lost queues, VIP points, and wheel sessions across a season.
Packsify routes purchases through official channels in a more efficient way than buying solo. Same packs, same in-game delivery, same official payment rails. The difference is at the system level. Your monthly investment produces more Diamonds, more speedups, and more event capacity without touching your account, your alliance, or how you play.
Almost never. A 5,000-Diamond task pays about 0.02 points per Diamond, against roughly 18 points from a 50-Diamond attempt, making the direct spend close to 900 times worse. The only exception is when the Diamonds were already earmarked for spending that cycle, in which case the task tile is a free bonus on top of a purchase you were making anyway.
Splitting big tasks into their smallest tiles and stacking a 200% Exclusive badge on top. Small tiles pay roughly double the rate of large ones on identical inputs, and a badge doubles that again, so a badged small tile can be worth close to four times a big Public tile for the same resources spent.
Yes, especially below Legendary League where the Solo cap is reached quickly. Each supply guarantees 5,000 Alliance Coins plus a chest roll averaging close to 100 Diamonds in expected value across the full reward table. It will not outpace direct funding, but it meaningfully offsets the cost of pushing the event hard.
Because rank rewards are gated by Points Level first and placement second. Legendary needs Level 16 before a first-place finish pays anything at all, and mid-table in Legendary out-earns first place in Novice. An alliance that funds promotion pushes gets paid at every rank; one that stays low-League leaves loot on the table regardless of how it finishes.
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