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Star Wars Zero Company The Den Upgrades Guide

Plan Star Wars Zero Company The Den upgrades with verified facility rules, Build Slots, recovery, recruitment, weapons, Utilities, Intel, and Influence priorities.

Updated 2026-09-06
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The Den is where a successful mission becomes a stronger company. Use it to recover Injuries, recruit Operators, tune equipment, build facilities, and decide which time-limited opportunities are worth a Cycle. There is no source-backed universal upgrade order: the right first improvement depends on whether your company is short on healthy Operators, roster space, combat tools, or time.

What The Den manages

The Command Center groups the campaign's strategic systems in one place. The Holotable shows Tactical Missions, Operations, and regional Influence. Recruitment lets you hire Custom Operators for Credits, while Personnel is where you review Bonds, Focus Trees, Talents, and most Specializations. The Armory manages weapons, Mods, and Utilities; the Medbay treats Injuries; and the Upgrade Facility improves the company over time.

Treat each visit as a short planning loop. First check whether an Injury will prevent a useful Operator from deploying. Then compare expiring Operations and Tactical Missions, review the reward path you want to advance, and spend Credits only on a problem the next mission can actually expose.

How construction works

The official gameplay overview confirms three baseline rules for Den construction:

  • An upgrade takes at least one Cycle to complete.
  • Construction needs an available Build Slot.
  • More Build Slots unlock as the campaign progresses, allowing multiple projects later.

That makes timing part of every upgrade decision. Starting a project before a Critical Mission can be sensible if it solves an immediate bottleneck, but do not assume it will help the squad in the same Cycle. Keep a Build Slot free only when a known, urgent need is likely to appear; otherwise, unused capacity has no tactical value.

Pick an upgrade by the current bottleneck

Protect a strained roster first

If several Operators are Injured, recovery is a campaign constraint rather than a convenience. Standard Medbay beds take one Cycle to heal an Injury, while the Bacta Tank provides immediate recovery; healing costs Credits. Rotate the roster when possible, and invest in recovery when losing an experienced Operator would force you into an unsuitable squad or a risky Critical Mission.

This is not a reason to buy every recovery option before anything else. A healthy reserve roster can absorb short-term healing delays, while a company with no depth may benefit more from recruitment capacity. The question is whether the next mission needs a specific unavailable Operator.

Add company depth when mission pressure exposes it

The Recruitment Facility offers new Custom Operators each Cycle and lets you refresh the pool. Recruits cost Credits, and the Den begins with limited Roster Capacity. Capacity improvements matter when injuries, mission requirements, or a weak role distribution leave you unable to field a balanced team.

The Droid Bay is a confirmed Upgrade Facility option that unlocks Astromech Custom Operators. It is valuable for a player who wants that roster option, but it is not automatically the first upgrade for every campaign. Choose it when it supports a real squad plan rather than because a generic list calls it mandatory.

Improve combat tools for repeated mission problems

The Upgrade Facility can provide roster-wide weapon improvements, while the Armory provides the individual tools that shape a deployment. Official material confirms four weapon families—Longarm, Repeater, Rifle, and Pistol—and that each weapon can carry Mods. Utilities such as Medkits, Impact Bombs, and Concussion Grenades add combat actions and generally cost one AP to use.

Prioritize this path when the roster is healthy and its problem is tactical: attacks are unreliable at the ranges you face, objectives demand better control, or the squad lacks a useful response to clustered enemies. Read the Weapons & Utilities guide before spending Credits at the Black Market, then make one change at a time so you can tell which tool improved the next mission.

Use the Holotable before committing a Cycle

Operations cost Intel, give rewards such as Credits, Weapon Mods, or Utilities, and can expire. Tactical Missions also move the campaign to the next Cycle, so they can remove opportunities you intended to complete later. Before choosing, compare:

  1. the mission's immediate squad requirement;
  2. the Operation's expiry and Intel cost;
  3. the Zone Influence and reward track it advances; and
  4. the recovery or construction that will still be in progress afterward.

Zone Rewards can include Upgrades, Utilities, and Contacts. Contacts convert into a large amount of Influence, so concentrating on a useful regional threshold is often more valuable than taking every small reward that appears. That is a campaign recommendation, not a fixed route: follow the reward that addresses your actual roster or mission need.

A practical Between-Mission checklist

Before launching the next Tactical Mission, check the objective and reserve the Operators who can meet it. Heal urgent Injuries, inspect weapon Mods and Utilities, and confirm whether an ongoing build will complete before the mission you have in mind. Then use the Holotable to compare expiring Operations instead of selecting the first available reward.

After the mission, revisit Personnel for Focus Points and Bonds, check Roster Capacity before dismissing a recruitment opportunity, and return to the Upgrade Facility only when a Build Slot can solve the next campaign bottleneck. This deliberate loop protects Credits, Intel, and healthy Operators better than a rigid one-size-fits-all order.

What this guide does not claim

EA's published overview explains construction timing, confirmed facilities, and several upgrade outcomes, but it does not provide a complete public cost table, prerequisite map, or universally optimal build order. This page therefore labels strategic choices as advice and avoids inventing exact upgrade rankings. Update decisions with your save's available facilities, objectives, and current game version.

The facility rules on this page were checked on September 6, 2026 against EA's gameplay overview. Continue with the Beginner Guide for campaign priorities, the Classes guide for squad roles, and the Achievements guide for verified completion goals.

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