Safety
Incidents and Failures
What happens when a service is overwhelmed: unsolved cases, police incidents, a fire department that arrives too late and deaths.
Reporter
No service handles everything. Whatever it fails to handle, the game calls a failure. Failures lower the service's performance and with it the protection of every tile within its reach.
Police
- Left unsolved: no patrol car was free for too long. Serious crimes count double.
- Released: the cells were full and the offender went free.
- Incident: officers get into danger. An incident takes one patrol car and its crew out of service for 24 hours. Wages keep running. The last active car is never affected.
- Closed: the current hour was not paid, only the emergency service was there.
Incidents become more frequent the fuller the cells are and the more calls each patrol car has to handle.
Fire department
- Too late at the scene: the fire department arrived after the response target of 10 minutes.
- No suitable vehicle: an industrial fire had no crewed hazmat truck, or no vehicle was crewed at all.
- Closed: the hour was not paid.

Hospital
- Died: an emergency was not treated in time. This weighs the most, and the doctor is always unhappy afterwards.
- Turned away: the hospital was full.
- Closed: the hour was not paid.
What you can do
- Read the character's sentence. It names the worst reason and how often it happened.
- Check the statistics. They list recommendations such as "Expand the cells" or "We need more patrol cars".
- Buy more vehicles or shrink the reach.
- Clear traffic jams, because fire trucks and ambulances drive on your roads (Traffic and Jams).
- Buy helicopters: they fly in a straight line and are much faster over long distances.
