How To Get More Den Building Slots In Star Wars Zero Company

How To Get More Den Building Slots In Star Wars Zero Company

Star Wars Zero Company: Complete Den Guide Published Sep 11, 2026, 5:38 AM EDT Steven is a seasoned writer specializing in the video game and technological fields, with years of experience creating reviews, features, and industry analysis. Passionate about the gaming world and its evolving culture, Steven has always wanted to combine his enjoyment of writing and love for gaming in a way that can provide insightful coverage for players and enthusiasts alike. Out of all the items and actions you can spend your resources on in Star Wars Zero Company, the upgrades to your Den are definitely the most impactful and frequently used across the board. From increasing your operator stats, recruiting new kinds of characters like astromechs, or buffing your influence, Den upgrades can make a significant difference in the success of your missions and the kind of gameplay opportunities you'll be able to access in the future. All Locations In The Den The Den has a total of 11 distinct areas you can visit and interact with in between missions, either offering a place to chat with your operators, manage your team members, or purchase and equip new gear. You can also quickly jump between locations by opening the Map in your den, which shows if any companions have new dialog, or if you've unlocked a new upgrade, etc. Den Location Purpose Holotable Shows all Operations, Missions, and Influence upgrades Recruitment Hire new Operators Personnel Manage your company, spend Focus Points, and activate Bond skills Armory Manage your operators' loadouts and upgrade their weapons Customization Customize your Operators' appearances and outfits Command Center Contains all key facilities of your Den Memorial Allows you to view dead Operators and their stats Medbay Assign operators to heal their Injuries Upgrade Purchase improvements and upgrade your facility The Pit Where most of your companions will be waiting to talk to you Office Where you start after each mission, has a few interactive objects Lounge Place for operators to rest and can occasionally be talked to here Several of these locations, like the Lounge and Armory, will either be unlocked or can only achieve their full potential after being enhanced by purchasing them within the den upgrade menu, which you'll want to visit each time you return to your base from a mission. How To Upgrade Your Den While Zero Company does a good job introducing how to access the Den system, if you need a refresher, all you need to do is go to the far end of the base and access the menu on the left, which will show you all the upgrades available to purchase that offer permanent upgrades to your Facility, Crew, or their Weapons. Each upgrade will cost at least one cycle at the minimum and will have a Den level requirement depending on its tier, on top of the additional resources required to invest in the upgrade. In terms of what kind of resources you'll need to upgrade your Den, the following are everything you'll need to purchase new upgrades for your base. Cycles — Zero Company's in-game days, determining how long until it will be completed Credits — Zero Company's currency, obtained through operations and missions Capacitors — Obtained from operations, missions, and zone influence rewards Every Den upgrade will also require you to have already unlocked the previous upgrade in the same tier, meaning you can't skip ahead and grab the last upgrade in a line without completing all the lower-level ones first. How To Increase Your Den Level Even if you have all the required resources and slots to upgrade one part of your Den, you'll also need a specific Den level, which can be increased by similarly completing Operations, Missions, and influence rewards. Zone Isk and Zone Dorn both offer Den Level as Influence rewards. You'll also be able to view if an Operation or Mission offers Den XP by checking the bottom right of its detail page on the Holotable, allowing you to choose which to spend your limited Intel and Cycles on most efficiently. How To Increase Your Number Of Den Build Slots Once you've started making your way into Zero Company, the biggest roadblock for your Den construction will be the limited number of upgrade slots. While you start off with one automatically in Cycle 4 when the Den system is introduced, you can earn a total of three through the following methods: Den Upgrade Slot Source How To Unlock Slot 1 Cycle 4 Story-related, unmissable Slot 2 Influence Reach tier 3 in Zone Dom Slot 3 Cycle 13 Complete Critical Operation "A Dark Shadow" While it can take some time to reach Influence three in Zone Dom, there are several ways to increase Influence that will allow you to rush the upgrade fairly early if you feel like it. Even with the added slots, you'll likely run into a shortfall of Credits if you try getting every upgrade available right at the start. All Facility Den Upgrades If you want to know what kind of upgrades you'll have to deal with or are simply looking for a way to view them all in one place, you can find every single upgrade, requirement, and their effects here. Upgrade Cost Den Level Effect Black Market Level 1 1 Cycle 1 Allows you to buy Weapon Mods and Utilities from the Armory Black Market Level 2 1 Cycle, 1,250 Credits 3 Adds 1 extra item to the pool of the Black Market shop Black Market Level 3 2 Cycles, 750 Credits 5 Allows you to refresh the items in the Black Market Black Market Level 4 1 Cycle, 2,000 Credits, 1 Capacitor 6 Adds 1 extra item to the pool of the Black Market shop Black Market Level 5 1 Cycle, 1,000 Credits, 1 Capacitor 8 Reduces the cost of refreshing the Black Market by 50 percent Black Market Quality Level 1 1 Cycle, 1,500 Credits 2 Increases the chance of higher quality items in the Black Market Black Market Quality Level 2 1 Cycle, 750 Credits, 1 Capacitor 5 Reduces Black Market Prices by 15 percent Black Market Quality Level 3 2 Cycles, 2,250 Credits, 2 Capacitors 7 Increases the chance of higher quality items in the Black Market Droid Repair Bay 1 Cycle 2 Allows you to recruit Droids and repair them at the Medbay Medbay Level 1 1 Cycle 2 Unlocks a second Medbay bed to heal 2 operators at once Medbay Level 2 1 Cycle, 600 Credits 3 Unlocks a third Medbay bed to heal 3 operators at once Medbay Level 3 1 Cycle, 1,000 Credits 4 Reduces the cost of Medbay and Bacta Tank healing by 150 Credits Medbay Level 4 1 Cycle, 700 Credits 6 Unlocks a fourth Medbay bed to heal 4 operators at once Medbay Level 5 1 Cycle, 1,000 Credits, 1 Capacitor 8 Reduces the cost of Medbay and Bacta Tank healing by 150 Credits Networking Level 1 1 Cycle, 2,500 Credits 2 Contacts add an extra 2 influence per use Networking Level 2 1 Cycle, 2,000 Credits 4 Lowers chance of Injury on Dangerous Operations by 20 percent Networking Level 3 2 Cycles, 2,500 Credits, 1 Capacitor 5 Each mission provides an additional 5 intel on completion Networking Level 4 1 Cycle, 2,750 Credits, 2 Capacitors 8 Contacts add an extra 3 influence per use Core Zone Influence Level 1 1 Cycle, 2,000 Credits 2 Adds 5 influence to all Core Zones Core Zone Influence Level 2 2 Cycles, 2,500 Credits, 2 Capacitors 6 Adds 5 influence to all Core Zones Mid Zone Influence Level 1 1 Cycle, 2,500 Credits 3 Adds 5 influence to all Mid Zones Mid Zone Influence Level 2 2 Cycles, 3500 Credits, 2 Capacitors 7 Adds 5 influence to all Mid Zones Outer Zone Influence Level 1 1 Cycle, 3,000 Credits 4 Adds 5 influence to all Outer Zones Outer Zone Influence Level 2 2 Cycles, 4,500 Credits, 2 Capacitors 8 Adds 5 influence to all Outer Zones While a few upgrades are definitely worth getting as soon as possible, some of the best Den upgrades aren't as obvious, with the second level of the Meday, Networking, and Mix Zone Influence all being great options for early game upgrades that will help you throughout the game. Despite being the only way to directly buy items, however, the Black Market itself is often not worth investing completely in as opposed to just a few levels, as the number of spare credits you'll have and the rotating selection make it hard to consistently rely on as a method of upgrading your characters. Similarly, the influence upgrades are definitely useful if you're trying to get a certain upgrade or have several unique zones you're interested in upgrading, but I wouldn't spend too much time investing early on, as there are plenty of other ways to increase your influence without resorting to Den upgrades just yet. All Crew Den Upgrades Unlike the Facility's general upgrades, the Crew section allows you to directly benefit all of your operators and their combat efficiency at once, making it a great way to prepare for some of the harder challenges offered later on in Zero Company's story. Upgrade Cost Den Level Effect Teamwork Level 1 2 Cycles, 3,250 Credits 3 Unlocks the lounge, adding 5 Bond XP to all operators not on a mission each cycle Teamwork Level 2 1 Cycle, 2,500 Credits, 1 Capacitor 5 Increases Assist Damage by 2 Teamwork Level 3 1 Cycle, 2,750 Credits, 1 Capacitor 78 Unlocks the lounge, adding 5 Bond XP to all operators not on a mission each cycle Teamwork Level 4 2 Cycles, 3,000 Credits, 2 Capacitors 8 Increases Assist Damage by 2 Utility Items Level 1 1 Cycle, 2,000 Credits 3 Improves Grenade Throwing Distance by 2 meters Utility Items Level 2 2 Cycles, 5,000 Credits, 2 Capacitors 5 Adds an extra Utility Item slot to each operator Combat Readiness Level 1 1 Cycle, 2,500 Credits 2 Your squad starts combat with 1 Advantage Combat Readiness Level 2 1 Cycle, 3,250 Credits, 1 Capacitor 6 Your squad starts combat with 2 Advantage Combat Readiness Level 3 2 Cycles, 4,000 Credits, 2 Capacitors 9 Your squad starts combat with 3 Advantage Crew Quarters Level 1 1 Cycle, 400 Credits 2 Increases your max number of operators by 1 Crew Quarters Level 2 1 Cycle, 600 Credits 3 Increases your max number of operators by 1 Crew Quarters Level 3 1 Cycle, 800 Credits 5 Increases your max number of operators by 2 Crew Quarters Level 4 1 Cycle, 1,000 Credits 7 Increases your max number of operators by 2 Crew Focus Level 1 1 Cycle, 3,500 Credits 3 All operators gain 2 Focus Points Crew Focus Level 2 1 Cycle, 4,750 Credits, 1 Capacitor 6 All operators gain 3 Focus Points Crew Focus Level 3 2 Cycles, 6,500 Credits, 2 Capacitors 10 All operators gain 4 Focus Points Weapon Mods 2 Cycles, 4,500 Credits, 2 Capacitors 4 Adds an extra Weapon Mod slot to each operator If you find yourself using the same operators for each mission, the Teamwork upgrades are great for still upgrading the rest of your resting company and keeping them all powered up in case someone dies. Both Weapon Mods and Utility Items are also a massive boon for combat missions, as they will instantly double the amount of options you have for gadgets to survive harder missions, or to simply speed them up. All Weapons Den Upgrades While Weapon upgrades are a bit more specific in that they can only benefit the few members of your company that use them rather than each operator at once, they can still offer some powerful upgrades that are worth checking out. Upgrade Cost Den Level Effect Longarm Critical Chance Level 1 1 Cycle, 2,000 Credits 2 Increases Longarm Critical Chance by 5 percent Longarm Critical Chance Level 2 1 Cycle, 4,500 Credits, 1 Capacitor 6 Increases Longarm Critical Chance by 5 percent Longarm Critical Chance Level 3 2 Cycles, 6,500 Credits, 2 Capacitors 10 Increases Longarm Critical Chance by 7 percent Longarm Damage Level 1 1 Cycle, 2,500 Credits 4 Increases Longarm Damage by 2, and Critical Damage by 4 Longarm Damage Level 2 2 Cycles, 5,500 Credits, 2 Capacitors 8 Increases Longarm Damage by 2, and Critical Damage by 4 Longarm Range And Overwatch Level 1 1 Cycle, 2,000 Credits 3 Reduces ranged change-to-hit penalty by 5 percent, increases Max Overwatch Range by 4 meters using Longarms Longarm Range And Overwatch Level 2 2 Cycles, 5,500 Credits, 1 Capacitor 7 Reduces ranged change-to-hit penalty by 5 percent, increases Max Overwatch Range by 6 meters using Longarms Pistol Critical Chance Level 1 1 Cycle, 3,000 Credits 4 Increases Pistol Critical Chance by 3 percent Pistol Critical Chance Level 2 2 Cycles, 5,000 Credits, 1 Capacitor Increases Pistol Critical Chance by 6 percent Pistol Damage Level 1 1 Cycle, 2,500 Credits 3 Increases pistol damage by 1, and critical damage by 1 Pistol Damage Level 2 2 Cycles, 5,500 Credits, 2 Capacitors 9 Increases pistol damage by 2, and critical damage by 1 Pistol Movement Distance Level 1 1 Cycle, 2,000 Credits 2 Increases First Movement Distance by 1 meter when using pistols Pistol Movement Distance Level 2 1 Cycle, 3,000 Credits, 1 Capacitor 6 Increases First Movement Distance by 1 meter when using pistols Pistol Movement Distance Level 3 2 Cycles, 5,000 Credits, 2 Capacitors 8 Increases First Movement Distance by 1 meter when using pistols Repeater Damage Level 1 1 Cycle, 2,500 Credits 3 Increases Repeater Damage by 1, and Rapid Fire Damage by 1 per AP used Repeater Damage Level 2 2 Cycles, 5,500 Credits, 2 Capacitors 8 Increases Repeater Damage by 1, and Rapid Fire Damage by 2 per AP used Repeater Movement Distance Level 1 1 Cycle, 2,000 Credits 4 Increases First Movement Distance by 1 meter when using Repeaters Repeater Movement Distance Level 2 2 Cycles, 4,500 Credits, 1 Capacitor 7 Increases First Movement Distance by 1 meter when using Repeaters Repeater Range And Overwatch Level 1 1 Cycle, 2,000 Credits 2 Increases Max Overwatch Range by 2 meters and Overwatch Area by 33 percent when using Repeaters Repeater Range And Overwatch Level 2 1 Cycle, 4,000 Credits 6 Increases Max Overwatch Range by 2 meters and Overwatch Area by 33 percent when using Repeaters Repeater Range And Overwatch Level 3 2 Cycles, 5,500 Credits, 2 Capacitors 9 Increases Max Overwatch Range by 2 meters and Overwatch Area by 33 percent when using Repeaters Rifle Damage Level 1 1 Cycle, 2,500 Credits 3 Increases Rifle damage by 1 and Critical Damage by 1 Rifle Damage Level 2 1 Cycle, 5,500 Credits, 1 Capacitor 8 Increases Rifle damage by 1 and Critical Damage by 1 Rifle Damage Level 2 2 Cycles, 7,000 Credits, 2 Capacitors 10 Increases Rifle damage by 2 and Critical Damage by 2 Rifle Movement Distance Level 1 1 Cycle, 2,000 Credits 2 Increases First Movement Distance by 1 meter when using Rifles Rifle Movement Distance Level 2 2 Cycles, 4,500 Credits, 1 Capacitor 6 Increases First Movement Distance by 1 meter when using Rifles Rifle Range And Overwatch Level 1 1 Cycle, 3,000 Credits 4 Reduces ranged Change-To-Hit penalty from range by 5 percent, and increases Max Overwatch Range by 2 meters for Rifles Rifle Range And Overwatch Level 2 2 Cycles, 5,500 Credits, 2 Capacitors 7 Reduces ranged Change-To-Hit penalty from range by 5 percent, and increases Max Overwatch Range by 2 meters for Rifles While the percent increases are nice to have, the raw damage and specialized abilities like movement speed distance and Overwatch area are fantastic choices, especially in the early game. The best way to use Weapon upgrades is to wait and see which weapon type you prefer or find yourself using the most before investing in them, although the Pistol is particularly powerful considering the low AP requirements and ability to combine with other damage-increasing buffs and permanent Bond XP upgrades in Star Wars: Zero Company.

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