Star Wars Zero Company The Den Upgrades: Costs & Order
Choose Star Wars Zero Company The Den upgrades with Patch 1.2 cost comparisons, a practical spending order, 100-Credit recruits and Build Slot planning.
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For Star Wars Zero Company The Den upgrades after Patch 1.2, first secure the healthy squad needed for your next mission, then use an available Build Slot on capacity or a combat improvement you will actually use. Recruits cost 100 Credits each, and Increased Crew Quarters I–IV cost zero Credits. Put free capacity ahead of an expensive purchase when a full roster prevents a useful hire.
A practical spending order
This is our decision order for the announced prices, not a mandatory build sequence. Take the first applicable step, and check the project's unlocks and duration in your save.
- Protect a required deployment. If a required veteran is injured, compare Medbay recovery with the mission deadline. If a healthy recruit covers the missing job, reserve its 100-Credit hiring fee before shopping.
- Remove a capacity block. Queue an available Increased Crew Quarters upgrade when a full roster prevents the needed hire. Its Credit cost is zero in 1.2, but it still competes for construction capacity.
- Improve an attack your team repeats. Compare the relevant weapon's damage, range or movement upgrade with a Focus project. Prefer the effect that turns a frequent failed action into a useful one.
- Expand long-term options. Buy extra equipment slots when you already own something useful to put in them. Choose Droid Bay when you have a specific Astromech support plan.
- Spend on campaign progression. Select Influence or market upgrades when they advance a reachable reward or an actual item purchase; keep Credits for recovery and required replacements.
Patch 1.2 cost comparisons
EA's October 15 patch announcement lists the changes below. Savings are arithmetic differences, not measured combat value. This is a selection for common spending decisions.
| Upgrade | Before 1.2 | Current Credits | Savings | When it earns a place in the queue |
|---|---|---|---|---|
| Increased Crew Quarters I / II / III / IV | 400 / 600 / 800 / 1000 | 0 each | The previous fee | Roster capacity blocks a needed recruit |
| Focus Point I | 3500 | 2000 | 1500 | Available Focus improves the action your roster needs |
| Focus Point II | 4750 | 2000 | 2750 | The next Focus project beats a less relevant weapon upgrade |
| Focus Point III | 6500 | 2000 | 4500 | You can use the additional Focus now |
| Rifle Damage II | 5500 | 2500 | 3000 | Rifle attacks repeatedly leave priority enemies alive |
| Rifle Damage III | 7000 | 2500 | 4500 | Your deployed rifle users benefit from the next rank |
| Rifle Range I / II | 3000 / 5500 | 1500 each | 1500 / 4000 | Reach is the repeated problem, rather than lack of damage |
| Longarm Damage II | 5500 | 2500 | 3000 | The squad relies on Longarm attacks |
| Repeater Damage II | 5500 | 2500 | 3000 | Your active Repeater users need stronger attacks |
| Pistol Damage II | 5500 | 2500 | 3000 | Pistol attacks are central to the deployed team |
| Additional Weapon Mod Slot | 4500 | 4000 | 500 | You have an eligible Mod ready to equip |
| Additional Utility Slot | 5000 | 4000 | 1000 | Another equipped Utility solves a recurring mission problem |
| Combat Readiness I / II / III | 2500 / 3250 / 4000 | 2000 each | 500 / 1250 / 2000 | Its current effect fits your active roster; inspect the upgrade preview |
| Medical Bed III / IV | 600 / 700 | 500 each | 100 / 200 | The recovery queue is holding up required Operators |
| Core / Mid / Outer Influence I and II | 2000–4500 by project | 1000 each | 1000–3500 | One specific regional reward is close enough to justify the project |
| Unlock Lounge | 3250 | 3000 | 250 | The unlock serves your current company plan |
| Improved Lounge | 2750 | 3000 | -250 | Budget for the increase rather than assuming every upgrade became cheaper |
Recruitment is separate: a hire now costs 100 Credits regardless of roster size. Four hires therefore require 400 Credits in recruitment fees, before any capacity or equipment spending. Cheap hires make role coverage easier; they do not replace the equipment and development of a veteran.
Example: spend 2500 Credits without losing your reserve
Suppose Focus Point I and a 2500-Credit weapon upgrade are both unlocked, and your next squad is missing one support recruit. One choice is 2000 for Focus + 100 for the recruit, leaving 400 Credits. The other is the weapon upgrade, leaving no Credits for the hire or paid recovery.
Choose the first route if the missing support action is the bottleneck. Choose the weapon project if the squad is already complete and its attacks are the recurring failure. This is a budget example using announced prices, not a claim that either purchase produces a fixed damage gain.
Build Slots and the next Cycle
EA's facility overview says upgrades need an available Build Slot and at least one Cycle. More slots unlock as the campaign progresses. A zero-Credit upgrade therefore still has a timing cost.
Before starting a Tactical Mission, compare the build queue with recovery and expiring Operations. If a capacity project will not finish until after the next Cycle, do not count its extra roster space as already available. Keep a slot empty only for a known, imminent priority; otherwise you lose the chance to complete a useful project.
Recovery, Droid Bay and regional rewards
Recovery: Medbay beds heal over a Cycle. The Bacta Tank offers instant recovery where your selected rules allow it; Patch 1.1 corrected repeated use within one Cycle. Check the current availability and price before relying on it. Under Two Strikes or Instant Death, preventing the next down can matter more than a long-term purchase.
Droid Bay: unlocks custom Astromech recruitment. Build it to enable an AP-support or four-droid plan, then verify Recruitment, capacity, Comlink rank and Utilities. Meevo is the Caisson's crew droid, rather than the recruit this project unlocks.
Holotable: compare an Operation's Intel cost, expiry, risk and Influence reward before advancing the Cycle. Buy the relevant Influence project when it brings a useful Zone Reward within reach; spreading investment across unrelated zones can delay the reward you need.
Sources and version
Prices and recruitment rules checked October 16, 2026 against EA Patch 1.2. Construction and facility roles come from EA's gameplay overview; the historical Bacta Tank correction is in Patch 1.1. The decision order, savings and budget comparison are our analysis. These are Credit prices; inspect any prerequisites and construction time in your current campaign.
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