Star Wars Zero Company Upgrade Facility Guide
This star wars zero company upgrade facility guide explains Facilities, Crew, Weapons, Build Slots, Cycles, and priorities for each Den upgrade path.
What does the Upgrade Facility do?
The Upgrade Facility is where Star Wars Zero Company turns Den resources into permanent campaign improvements. Its three paths cover Facilities, Crew, and Weapons, so the menu can affect healing, recruitment, Bonds, roster capacity, equipment, and combat statistics. Each project needs an available Build Slot and takes at least one Cycle to complete.
The menu is a planning tool rather than a single linear upgrade tree. A player focused on Astromechs may need a different first project from a player protecting a small roster from injuries. Exact prices, level requirements, and the full prerequisite map are To be confirmed.

Facilities path
Facilities upgrades improve the Den’s physical and strategic functions. The Medbay handles Operator recovery, the Droid Repair Bay supports Astromech recruitment and repair, the Black Market expands equipment access, and Networking can improve the Influence received from Contacts. Zone Influence branches can also connect the regional map to development capacity and other rewards.
Medbay is the most direct response to an injury-heavy campaign. The first expansion is described as allowing two Operators to heal simultaneously, which can return more of the roster to duty after a difficult Tactical Mission. Later beds, treatment discounts, and their exact unlock points are To be confirmed.
Droid Repair Bay has a specific prerequisite role. Building it allows Astromech Custom Operators to be recruited and gives the Medbay a way to handle injured droids. If Astromechs are not part of your current plan, keep this project behind recovery, equipment, or roster needs that affect the next deployment.
Black Market upgrades improve the supply of Weapon Mods and Utilities available for Credits. The store follows the campaign Cycle, so inventory and quality improvements can matter repeatedly. The exact number of extra items, refresh rules, and pricing effects are To be confirmed.
Crew path
Crew upgrades improve the company-wide side of the roster. Crew Quarters creates room for more Operators, Utility Items can affect what the squad carries, Combat Readiness can influence starting Advantage, and Crew Focus can add Focus Points. These are broad improvements that matter more as the company starts rotating several squads and Bond pairings.
Teamwork is the upgrade path associated with the Lounge. Operators who stay at the Den while others deploy can use the Lounge to develop Bonds, creating progress for pairings that are not on the active mission. Higher Teamwork tiers can improve Assist damage, while the exact Lounge XP and Assist values are To be confirmed.
The Crew path should follow the roster’s current pressure. Extra space helps when injuries or recruitment choices leave no bench, while Lounge access helps when you are developing Bonds between missions. Focus and readiness upgrades are more useful when the company already has enough room and a stable deployment plan.
Weapons path
Weapons upgrades apply to a weapon category across the roster. The collected menu record includes Longarm, Pistol, Repeater, and Rifle paths, with improvements covering damage, Critical Chance, movement, range, and Overwatch. These upgrades can compound when multiple Operators share the same weapon type.
Check your regular lineup before committing to a weapon path. A global upgrade is easier to justify when two or more Operators use that category, while a single experimental loadout may gain more from an Armory Mod or a Facility project. The complete weapon stat table and the exact values shown in every tier are To be confirmed.
Build Slots and Cycles
An open Build Slot is required before construction can begin. The project then occupies that slot for at least one Cycle, which makes timing part of the cost. Additional Build Slots can become available later through campaign progress or Zone Influence rewards, allowing more projects to run together.
Read every prerequisite and completion panel before launching the next Tactical Mission. Operations and side missions can expire when the Cycle advances, and the Credits reserved for a construction may also be needed for Medbay treatment or an Armory purchase. Plan the build around the next safe deployment instead of spending the slot simply because it is empty.

The Star Wars Zero Company Den Upgrades guide covers practical priority choices. The exact starting slot count, later slot unlocks, and construction costs are To be confirmed.
Upgrade priorities by roster goal
Choose Medbay when recovery is limiting the company. Choose Droid Repair Bay when Astromechs are part of the intended roster. Choose Black Market or its quality path when the Armory lacks dependable equipment and the company has enough medical capacity to survive the next mission.
Choose Crew Quarters when the roster needs healthy replacements or more class combinations. Choose Teamwork when Bond growth and Assist support are central to your plan. Choose Crew Focus or Combat Readiness when the roster is stable and a broad squad-wide benefit will reach several Operators.
Choose a weapon path when the same category appears across your regular deployments. Longarm, Pistol, Repeater, and Rifle upgrades can each serve a different squad shape, so the most efficient choice depends on who you bring into Tactical Missions. A universal best order for every campaign is To be confirmed.
How Intel and Influence fit in
Intel pays for Operations at the Holotable, while Zone Influence unlocks regional rewards that can include development benefits. Credits pay for the Upgrade Facility itself and also compete with recruitment, Armory purchases, and medical treatment. The three resources form one Cycle-based planning problem.
Use the current Holotable reward panel to decide which project has the highest value. An Operation that adds Influence may move a Zone toward an extra Build Slot, while a Tactical Mission may supply Credits, Intel, or equipment for the next construction. Exact regional rewards and resource caps are To be confirmed.
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